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		<title>A Royal Pain</title>
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		<updated>2026-08-31T15:38:38Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Cargo Bay 9. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Bay 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Bay 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Cargo Bay 9====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and harsh industrial smells vanish, replaced by the rich aroma of damp, loamy soil, crushed pine needles, and sweet, natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12100</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12100"/>
		<updated>2026-08-31T15:30:01Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Oasis Bio-Dome (Flavor) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Cargo Bay 9. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Bay 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Bay 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Cargo Bay 9====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and harsh industrial smells vanish, replaced by the rich aroma of damp, loamy soil, crushed pine needles, and sweet, natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12099</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12099"/>
		<updated>2026-08-31T15:24:02Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Cargo Bay 9 (Climax) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Cargo Bay 9. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Bay 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Bay 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Cargo Bay 9====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12098</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12098"/>
		<updated>2026-08-31T15:23:43Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Beltway Hab 42 (Lower Habitation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Cargo Bay 9. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Bay 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12097</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12097"/>
		<updated>2026-08-31T15:22:43Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Refinery Control Room (Industrial Level) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Cargo Bay 9. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Bay 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12096</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12096"/>
		<updated>2026-08-31T15:21:55Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Refinery Control Room (Industrial Level) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about Lady Kaelen&#039;s kidnapping. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Cargo Bay 9&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12095</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12095"/>
		<updated>2026-08-31T15:20:55Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Running this PoI Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#Cargo_Bay_9_(Climax)|Cargo Bay 9]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12094</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12094"/>
		<updated>2026-08-31T15:20:11Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Adventure Map &amp;amp; Key Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Cargo Bay 9 Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12093</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12093"/>
		<updated>2026-08-31T15:19:19Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay 9 (Climax) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12092</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12092"/>
		<updated>2026-08-31T15:18:51Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes staring daggers at the mercenary commander barking orders. Beside her, a deep space comms terminal, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only the Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12091</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12091"/>
		<updated>2026-08-31T15:14:25Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Archon&amp;#039;s Personal Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield]] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=One_Shots&amp;diff=12090</id>
		<title>One Shots</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=One_Shots&amp;diff=12090"/>
		<updated>2026-08-31T15:09:56Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Special Encounters, Ground Combat [Level 2-3] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The purpose of One Shots is to provide a quick game for new players or just to have fun when someone cannot show up for a &#039;main campaign&#039;. They can help introduce game mechanics and rules to players and are meant to be only one session long. Usually 4 to 6 hours long of gameplay.&lt;br /&gt;
&lt;br /&gt;
Below are a series of One Shot Ideas in different stages of development or completion. They are categorized by Game Mechanics Focus and Recommended Starting Level. IE: &#039;Ground Combat, Level 1&#039;, or &#039;Space Ship Combat/Negoations, Level 5&#039;, etc...&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat, Dungeon Crawling [Level 1-2] ===&lt;br /&gt;
&lt;br /&gt;
You&#039;re a group of contract scavengers. You take &#039;Station Stripping&#039; jobs. While some snicker at the job title, your crew&#039;s work is to strip abandoned stations so they can be repurposed or safely decommed. A weird but highly priced contract lands in your captain&#039;s lap. At first glance, it seems like a simple tear down of an old comms and monitoring station at the edge of a solar system. But something seems off about this job. Why is the price so high? And the client has special instructions to recover certain things before decomming the station for scrap. Why didn&#039;t they get this stuff themselves? &lt;br /&gt;
&lt;br /&gt;
[[Scavenger One Shot|GM&#039;s Guide: Scavenger One Shot]]&lt;br /&gt;
&lt;br /&gt;
=== Special Encounters, Ground Combat [Level 2-3] ===&lt;br /&gt;
&lt;br /&gt;
Your station is under threat! The [[Species#Aconians|Aconians]] have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing while visiting your station. They blame your people for this! You are just a small independent mining colony. A station can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell. As well as a little R&amp;amp;R, of course! You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end well for you and yours unless, by the time that fleet arrives, a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
[[A Royal Pain|GM&#039;s Guide: A Royal Pain]]&lt;br /&gt;
&lt;br /&gt;
=== Space Ship Combat [Level 1-4] ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; * Incomplete &amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The galaxy is a big place. And often the little systems on the edge are forgotten about. Over 100 years ago, colonists came to a system rich with resources, especially on one lifeless planet. They built homes for themselves in orbit around the planet and mined it for its wealth, with the simple goal of striking it rich and living the dream out on the frontier. But eventually all good things must come to an end. Pirates showed up to take their &#039;share&#039; of the bounty provided by the hard-working denizens of the system. Their requests became demands, and failure to comply was followed by violence. &lt;br /&gt;
&lt;br /&gt;
Will heroes of the citizenry rise up? Or will a plea be heard by some willing mercenary group brave enough to deal with these bandits? It is up to you!&lt;br /&gt;
&lt;br /&gt;
[[Trouble in the Dark|GM&#039;s Guide: Trouble in the Dark One Shot]]&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Professions&amp;diff=12089</id>
		<title>Character Professions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Professions&amp;diff=12089"/>
		<updated>2026-08-30T04:45:15Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below is a list of Character Professions that provide more specific features to a Character. They can also help focus a Character&#039;s role in both combat and roleplay. Think of it as answering the questions &amp;quot;What do I do?&amp;quot; or &amp;quot;What am I capable of?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Each Profession starts with a description of the Profession, which may include some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Profession Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Profession Talents&#039;&#039;&#039;. All Character Professions require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around the Path picked or Ability scores. &#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the Profession or risk the punishment of no longer having that feature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Near the top right of the Character sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Professions and Levels&amp;quot;. This is the same place you put your Path. You can also specify what Character Profession you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;NOTE: All the mentions of levels noted in the sections below refer to the specific Profession of that section unless specified otherwise. IE: If in Combat Medic it says &amp;quot;At level 2&amp;quot; that means when the Character reaches Level 2 Combat Medic regardless of actual Character level.&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing, &amp;lt;br \&amp;gt;Medical Specialty (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced Pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Field Procedure (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Advanced Mobility (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|7th|| I&#039;m there for you! &amp;lt;br \&amp;gt;In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Medical Triage (Choice)&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind.&amp;quot; That is the motto of a Combat Medic. To fight death is to fight the true enemy of war. Combat Medics rush into danger zones to treat or transport the wounded to safe zones. After many years of service, they take their skill to the frontiers of space where the services of a Combat Medic are never refused.&lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be a versatile support specialist who can heal, buff allies, or even use chemistry as an offensive weapon.&lt;br /&gt;
&lt;br /&gt;
The fastest path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Medical]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Medic!&lt;br /&gt;
: At Combat Medic &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can more quickly help people in need of aid. [[Medical]] skill checks can now be done as a Bonus Action that is granted after performing a Standard Action (Move). The Medic does not need to move any distance to gain this Bonus Action (e.g., preparing tools while standing next to an ally). This only counts for restoring HP, not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: While using skills or items in combat normally requires a Standard Action, this feature allows the Medical skill to be performed specifically as a Bonus Action following a move.&lt;br /&gt;
&lt;br /&gt;
: When a natural 20 is rolled for a [[Medical]] skill check, an Inertia point is earned, and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemicals and pharmaceuticals more quickly. When using the Craft ([[-_Chemical|Chemical]]) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of masterworked chemical concoctions by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You were a class favorite in the academy. Your teachers thought you worked extra hard, even outside of class. Little did they know your hard work was making and experimenting with advanced biochemistry. In other words, you made drugs that could get you high or beer that could get you drunk. People were unsure whether your motivation was rebellion or simply an effort to expand your knowledge beyond the textbook. Regardless of the reasons, you learned the best way to make all sorts of chemicals that can &#039;enhance&#039; your experience. However, nowadays, you take your extracurricular activities into the real world and use them to help enhance yourself and your allies in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at 2nd level, the Combat Medic can craft &#039;&#039;&#039;Resistance Concoction&#039;&#039;&#039; and &#039;&#039;&#039;Boosters&#039;&#039;&#039; from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a Standard Action with a DC15 for non-Masterworked. +3 to DC for each Tech Level above their own or Masterworked level added. The Combat Medic will need a Chemistry or Pharmaceutical kit and a &#039;delivery method&#039; such as a syringe to attempt the check. If successful, they will have a one-use-only drug. If the check fails, the &#039;delivery method&#039; device is not used up, but the Chemistry or Pharmaceutical kit is still consumed.&lt;br /&gt;
&lt;br /&gt;
: Because it was made in a fast, dirty way, it quickly becomes useless within 4 hours. &#039;&#039;&#039;Resistance Concoctions&#039;&#039;&#039; only last 1d3 rounds. &#039;&#039;&#039;Boosters&#039;&#039;&#039; only last 12 seconds or 4 rounds.&lt;br /&gt;
&lt;br /&gt;
: The Drug will be located in there off-handd. They can administer the concoction to themselves as a Simple action. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, this Craft Standard Action grants a Bonus Action that allows the Character to administer the concoction to others in range.&lt;br /&gt;
&lt;br /&gt;
: At the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the negative side effects of the Booster crafted this way are removed when administering it to oneself or to an ally they are familiar with. The term Familiar implies the Combat Medic has had time to study them to learn about their physiology.&lt;br /&gt;
&lt;br /&gt;
;Medical Specialty (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic chooses a specialty that defines their role in the squad.&lt;br /&gt;
:; A) Trauma Surgeon: &lt;br /&gt;
:: Your focus is pure healing. When using the [[Medical]] skill, you heal an additional +X HP per die rolled. X = 1/2 Combat Medic level, rounded down. You gain an Advantage on saving throws to resist being [[Conditions#-_Dazed|Dazed]] or [[Conditions#-_Stunned|Stunned]] if you have healed an ally in your last turn.&lt;br /&gt;
:; B) Toxicologist: &lt;br /&gt;
:: You use your knowledge to hinder enemies. As a standard action, you can craft harmful &amp;quot;Injections&amp;quot;. You need a Syringe and a Chemical or Pharmaceutical kit to attempt to craft the item. These deal Xd6 poison damage and apply the [[Conditions#Shaken|Shaken]] condition for 1d4 rounds on a successful melee touch attack. The Craft DC is 12, it is considered an opposing Constitution check to see if the Shaken condition is applied. X = per 2 Combat Medic levels, the Craft DC is beaten. &lt;br /&gt;
:; C) Pharmacist: &lt;br /&gt;
:: You excel at supporting your teammates. Your crafted concoctions from &#039;&#039;&#039;Extra Curricular Brewing&#039;&#039;&#039; last 8 hours instead of 4. And &#039;&#039;&#039;Resistance Concoction&#039;&#039;&#039; and &#039;&#039;&#039;Boosters&#039;&#039;&#039; effects last the normal length of time in combat. Extra Curricular Brewing improvements come at levels 5 and 8 instead of 6 and 10. Allies using your drugs gain a +1 bonus to Advantage Dice that are rolled while the drug is affecting them.&lt;br /&gt;
&lt;br /&gt;
;Advanced Pharmaceuticals&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying their training. The limits for max skill ranks for Craft [[-_Pharmaceutical|Pharmaceutical]] can be ignored, and you automatically gain 1 additional Rank in Pharmaceutical.  Also, gains an Advantage when attempting to craft Pharmaceutical items outside of combat. &lt;br /&gt;
&lt;br /&gt;
;Field Procedure (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Combat Medic refines their battlefield techniques.&lt;br /&gt;
:; A) Helpful Hand: &lt;br /&gt;
:: You gain another Advantage (max number of advantage dice for any action is always 3) on [[Medical]] checks both in and out of combat. Add your Advantage Die roll to the HP restored. You can never critically fail a Medical check. At 7th level, a failure still restores +1HP per number of Dice that would have been rolled; at 10th level, it is +2HP.&lt;br /&gt;
:; B) Combat Cauterization: &lt;br /&gt;
:: You can spend your Standard Action to instantly stabilize a dying ally within 5ft without having to roll for it. This action takes up the whole round and blocks any Simple or Bonus actions. If you perform any healing, including stabilizing, you gain a +1 AC bonus until your next turn as you focus on your defense. At 10th level, this becomes +2 AC.&lt;br /&gt;
:; C) Field Synthesis: &lt;br /&gt;
:: You can now &amp;quot;Up-Tech&amp;quot; any Chemical or Pharmaceutical item to your current Tech Level in the field without a professional lab, provided you have the correct Professional Kit. Additionally, when you craft these items, you use 25% fewer materials and for 1/2 the time, demonstrating your ability to minimize waste. The barrier to crafting masterwork Chemical or Pharmaceutical items is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat from: &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Advanced Mobility (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Combat Medic improves their ability to navigate and overall mobility.&lt;br /&gt;
:; A) Rapid Intervention: &lt;br /&gt;
:: You gain +10ft movement of base speed while in combat. If moving to perform a Medic! ability, you are no longer affected by rough terrain or zero-gravity environments.&lt;br /&gt;
:; B) Evasive Triage: &lt;br /&gt;
:: When moving toward an ally with less than 50% HP, you do not trigger &#039;&#039;&#039;Tactical Opportunities&#039;&#039;&#039; from enemies, and any enemy attempting to hit you with a Ranged weapon takes disadvantage until your next turn.&lt;br /&gt;
:; C) Covering Fire Medic: &lt;br /&gt;
:: While holding a one-handed ranged weapon, and moving toward a wounded ally, gain a Bonus Action of &#039;&#039;&#039;Suppressing Fire&#039;&#039;&#039;. Do not gain any disadvantages for attacking using a Bonus Action, treat this attack as if it were a Standard Attack Action using Suppression Fire.&lt;br /&gt;
&lt;br /&gt;
;I&#039;m there for you!&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, if not already [[Conditions#-_Exhausted|Exhausted]], the Combat Medic can choose to act in both groups. If they are in the Vanguard, then they may act in the Rearguard&#039;s phase as well. The extra action must be an attempt to heal, restore, or stabilize a fallen ally, and they cannot, in this extra action, do anything that would directly bring harm to an ally or enemy. The same goes for if they are already in the Rearguard: they may act in the next rounds of Vanguard before their normal turn in the Rearguard. Doing this gives the Character [[Conditions#-_Fatigued|Fatigued]] condition; if already Fatigued, then they become Exhausted. A Combat Medic cannot do this twice in a row.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains an Advantage when attempting to [[Knowledge#Identify|Identify]], [[Study]], or Craft an antidote for poisons, acids, or diseases. This advantage stacks with others. A Combat Medic doesn&#039;t need Knowledge (Science) to perform Identify; they can use Study or Craft (Pharmaceuticals), whichever of the three skills is highest. The Combat Medic cannot critically fail crafting an antidote.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to 1/2 their Profession level (round down) on saving throws to resist fear effects and [[Intimidate]] checks, or any Wisdom saving throw against Techniques.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. No roll is needed if using a Medical Kit. If the Combat Medic has picked &#039;&#039;&#039;Combat Cauterization&#039;&#039;&#039; then this becomes a Free Action.&lt;br /&gt;
&lt;br /&gt;
;Medical Triage (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Combat Medic reaches the peak of their profession.&lt;br /&gt;
:; A) Biological Weakness: &lt;br /&gt;
:: As a Simple Action, make a Knowledge (Science) check (DC 15) to identify a target&#039;s weakness. If successful, gain an additional Advantage on attacks against that target for the rest of the combat. This can only be attempted once per target. &lt;br /&gt;
:; B) Miracle Resuscitation: &lt;br /&gt;
:: Once per day, as a Standard Action, you can bring a character who died within the last 9 seconds or 3 rounds back to 1 HP. They are [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] for 1d4 rounds and upon waking up, they are [[Conditions#-_Exhausted|Exhausted]], but alive.&lt;br /&gt;
:; C) Stimulant Overdrive: &lt;br /&gt;
:: You can inject an ally (or yourself) with a volatile stimulant. For 1d4 rounds, the target gains an Extra Damage stat, and the threshold for all Extra Damage is shifted down by 1 die. Their base movement is increased by +10ft. The target becomes [[Conditions#-_Fatigued|Fatigued]] immediately after the effect ends.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! Profession Level !! Standard Features !! Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Detect Rift, Order Choice &amp;amp; Talent || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || - || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Weapon Training || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 4th || - || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Gate Traveler (Utility), Order Talent || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Combat Gate || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 7th || No Place Like Home || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Expert Weapon Training || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Always Suited || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Mirror Universe, Order Talent  || 1 Trick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger than the Universe itself. She had fought weird monsters and traveled to a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at unknown stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all worlds. Instead, this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things were different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned how she had recently &#039;awoken&#039; her powers and that it sent some &#039;ripple&#039; through inter-dimensional static that he and his order listened closely to. She could tell he had done this sort of thing before. He left to get food a while ago. Leaving her alone with her thoughts and more questions than answers and, the sudden realization that her life will never be the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos, protecting it from itself, making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also possess such powers from generating them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has its goals rooted within the fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dimension Knight, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1, the character must pick an Order to follow (Unity, Divergent, or Nature).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Athletics]] (Str), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Dimension Knight gains Technique like abilities called [[Techniques#Dimensional_Tricks|Tricks]]. &lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Core Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Order Choice&lt;br /&gt;
: At Dimension Knight &#039;&#039;&#039;1st&#039;&#039;&#039; level, the character must pledge themselves to an Order. This choice determines your specialized Order Talents at levels 1, 5, and 10.&lt;br /&gt;
:* &#039;&#039;&#039;Order of Unity&#039;&#039;&#039;: Dedicated to protecting the multiverse from collision and chaos. Focuses on stabilization and defense.&lt;br /&gt;
:* &#039;&#039;&#039;Order of the Divergent&#039;&#039;&#039;: Believes in using dimensional power to reshape reality. Focuses on offensive rifts and gravity manipulation.&lt;br /&gt;
:* &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;: Views rifts as natural phenomena that should run their course. Focuses on chaotic probability and temporal shifts.&lt;br /&gt;
&lt;br /&gt;
;Detect Rift&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are sensitive to the fabric of reality. You gain a +5 bonus to your &#039;&#039;&#039;Passive Perception&#039;&#039;&#039; for noticing spacetime anomalies (rifts, active FTL drives, or phased objects) within 100ft + 10ft per (STR Mod + WIS Mod). In Space this extends to 1000km + 100km per (STR Mod + WIS Mod).&lt;br /&gt;
: &#039;&#039;&#039;Active Use&#039;&#039;&#039;: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; (Utility), you can perform a [[Perception]] check to pinpoint the exact origin or destination of a disturbance. This provides no combat bonuses.&lt;br /&gt;
&lt;br /&gt;
;Weapon Training (Spatial Call)&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain the [[Melee Weapon Focus]] feat. You also form a spatial bond with a single melee weapon you are proficient with. As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can open a micro-rift to &amp;quot;call&amp;quot; this weapon to your hand from anywhere within 100ft, provided it is not secured in a way that prevents its movement. If the weapon is being held by another, it requires an opposing Strength check to retrieve it.&lt;br /&gt;
&lt;br /&gt;
;Gate Traveler (Utility)&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, you can manipulate travel gates. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; (out of combat), you can attempt to Open, Close, or Stabilize an existing rift using a [[Survival]] check (DC 15-40). Two-way gates are more difficult (+5 DC). You can assist allies through a gate to prevent side effects like the [[Conditions#Nauseated|Nauseated]] condition.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A Knight cannot create new gates at this level.&lt;br /&gt;
&lt;br /&gt;
;Combat Gate&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you can fold space in the heat of battle. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you can teleport to an empty square adjacent to a friendly ally within Line of Sight, or teleport back to the exact square you occupied at the start of your previous turn. This movement is instantaneous and does not trigger Tactical Opportunities. This &#039;&#039;&#039;Standard Action&#039;&#039;&#039; provides the option between a Bonus Attack Action or a Bonus Move Action (the movement base speed is considered the Character&#039;s walk speed in this case).&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, this can be done once per encounter as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; instead of a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. In this case a Bonus Action is not earned when using Combat Gate as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can mark a location in Spacetime by meditating there for 24 hours (Study DC 20). You can maintain a number of marked locations equal to your Wisdom Modifier. Once per day, (out of combat), you can open a stable two-way gate to a marked location that stays open for 1 minute. The Dimension Knight doesn&#039;t need to make Survival checks to transverse this gate. Any friendly can do so with a DC8 while any unknown or unwanted person&#039;s DC is 20.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day until &#039;&#039;&#039;level 10&#039;&#039;&#039; when a Dimension Knight can do this twice per day. Also, one location can be chosen as the Knight&#039;s Favored location and can make a 1 way gate using this process as many times as they want.&lt;br /&gt;
&lt;br /&gt;
: Once the gate is closed it will leave a &#039;mark&#039; that is detectable with a Perception check or passively. The DC is 5 + 1 per hour after the gate was closed. Once the DC reaches 45 it is no longer considered detectable. Another Knight can use their Gate Traveler abilities on it to re-open the gate.&lt;br /&gt;
&lt;br /&gt;
;Expert Weapon Training (Spatial Edge)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you gain a bonus feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category. Additionally, your strikes bypass standard material density; your melee attacks ignore an amount of Damage Reduction (DR) equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
;Always Suited (Dimensional Armory)&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you gain a +1 bonus to your Armor Proficiency tree. You can also store your favored armor and weapons in a personal sub-dimension. You can summon your gear to appear instantly equipped on your body, or dismiss it back to the rift. Out of combat this takes ~2 seconds. In combat it is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; that grants a Bonus Move Action.&lt;br /&gt;
&lt;br /&gt;
;Mirror Universe&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter as a &#039;&#039;&#039;Free Action&#039;&#039;&#039;, the Dimension Knight can pull a mirror copy of themselves to act in combat in the other team group (Vanguard/Rearguard). The Mirror copy must act differently (i.e., attack a different target, or use a different action).&lt;br /&gt;
&lt;br /&gt;
: Whatever the mirror Knight has the same limits and conditions you have. The same stats, hp, damage, number of techniques used etc... If they choose to preform a Dimension Trick/Technique then that Technique is also considered used by you. Any damage taken is also taken by you and vice-versa. This mirror universe version disappears at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== The Orders of Dimension Knights ===&lt;br /&gt;
Since the dawn of sentience, Dimension Knights have wandered the fabric of time. The source of their power remains a mystery, but as these lone heroes eventually coalesced, they formed the &#039;&#039;&#039;Order of Unity&#039;&#039;&#039;—an organization dedicated to preventing a catastrophic collision of the multiverse.&lt;br /&gt;
&lt;br /&gt;
Internal doubt eventually fractured the Order, giving rise to &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. Citing ancient texts from the first dimensional heroes, this breakaway faction claimed a deeper understanding of their powers that fundamentally contradicted Unity’s mission. The resulting schism sparked the Dimensional War, a secret conflict that bent the very fabric of spacetime and nearly rendered both orders extinct.&lt;br /&gt;
&lt;br /&gt;
For millions of years, the survivors remained in shadow. As the cosmos healed, a new generation of knights emerged, rekindling old grudges. Amidst this tension, the &#039;&#039;&#039;Order of Nature&#039;&#039;&#039; (or &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;) appeared. A loose collection of outcasts and ex-members, they believe spacetime rifts are natural phenomena that should be left to run their course, regardless of the cost. For many, this order is a sanctuary, as deserting the older orders is still punishable by death.&lt;br /&gt;
&lt;br /&gt;
==== Order of Unity Talents ====&lt;br /&gt;
; Level 1: Rift Warden&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Stabilize&#039;&#039;&#039; a rift. Additionally, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can &amp;quot;anchor&amp;quot; an ally within 10ft; they gain a +2 bonus on their next saving throw against being moved, tripped, or teleported against their will.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Sanctuary Path&lt;br /&gt;
: You gain the `No Place Like Home` ability (normally level 7) early, but it is restricted to a single location: the Order’s hidden Temple. This access is a stable two-way gate and does not count against the total number of marked locations you can maintain at level 7.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Guardian Swap (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you may choose to swap positions with a willing ally within 30ft instead of teleporting to an empty square. If you swap, that ally gains a +2 Dodge bonus to AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Singularity Aegis&lt;br /&gt;
: You can collapse a point in space to both hinder enemies and protect your squad. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you generate a microsingularity at a point within 60ft (Wisdom Check vs DC 18).&lt;br /&gt;
:* &#039;&#039;&#039;Persistence&#039;&#039;&#039;: The singularity persists for 1 round per Wisdom or Strength mod, Players choice. Each round as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; the Dimension knight can move it up to 30ft. However, the damage only happens first round.&lt;br /&gt;
:* &#039;&#039;&#039;Offense&#039;&#039;&#039;: Creatures within 20ft are pulled 10ft toward the center. Enemies within 5ft take `Xd6 + Wisdom Modifier` Gravity damage (X = amount the check beat the DC, max 10).&lt;br /&gt;
:* &#039;&#039;&#039;Defense&#039;&#039;&#039;: Ranged attacks cannot fire through the Singularity. Any shoots that pass within 20ft of the singularity suffer a Disadvantage Die for accuracy and Damage as the void pulls at the projectiles.&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
==== Order of the Divergent Talents ====&lt;br /&gt;
; Level 1: Weight of the Void&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;Open&#039;&#039;&#039; or &#039;&#039;&#039;Make Unstable&#039;&#039;&#039; a rift. Additionally, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can manipulate gravity around a target within 30ft. The target must roll a Strength saving throw (DC 10 + 1/2 DK level + WIS Mod) or have its AC Bonus from Dexterity reduced by half (round up) as well as movement speed reduced by half (round down) until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Extra Training&lt;br /&gt;
: You gain a bonus feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; or &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039; category. Using your own personal skills and kinship with the specific Weapon from &#039;&#039;&#039;Weapon Training (Spatial Call)&#039;&#039;&#039; you are able to re-craft this weapon and either uptech it or Masterwork level up by 1. This craft check is an auto success.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Dimensional Tear (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you may choose to leave a &amp;quot;Dimensional Tear&amp;quot; in the square you just left. This tear lasts for 1 round. Any enemy entering or starting their turn in or adjacent to that square takes `1d6 + WIS Mod` Gravity damage and is considered &#039;&#039;&#039;Unlucky&#039;&#039;&#039; on their next accuracy check.&lt;br /&gt;
&lt;br /&gt;
; Level 10: The White Hole&lt;br /&gt;
: You summon a point of pure entropy that reverses local physics. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you generate a burst of energy within 60ft + 5ft per (STR Mod + WIS Mod) (Wisdom Check vs DC 18).&lt;br /&gt;
:* &#039;&#039;&#039;Entropy Burst&#039;&#039;&#039;: All enemies within 25ft take `Xd6` damage (X = amount the check beat the DC, max 10). This damage counts as Kinetic, Energy, Thermal, and Chemical simultaneously; targets with a weakness to any of these types take double damage.&lt;br /&gt;
:* &#039;&#039;&#039;Temporal Push&#039;&#039;&#039;: Targets damaged this way are violently pushed 15ft away from the center. If they strike a solid object, they must succeed on a Constitution save (DC 15) or be &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1 round.&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
==== Order of Nature Talents ====&lt;br /&gt;
; Level 1: Chaos Intuition&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;traverse&#039;&#039;&#039; a rift. Additionally, you are uniquely attuned to the presence of other knights; you gain an Advantage Die on all Passive or active Perception checks made to detect another Dimension Knight or a hidden &amp;quot;mark&amp;quot; left by the `No Place Like Home` ability.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Master of Tricks&lt;br /&gt;
: You gain an additional Dimensional Trick. You may ignore one order-based prerequisite for this specific trick, representing your order&#039;s disregard for traditional boundaries.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Entropic Flicker (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you briefly flicker through multiple timelines. You gain &#039;&#039;&#039;Luck&#039;&#039;&#039; (roll 2d20, take the highest) on the next accuracy check or saving throw you make before the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Into the Maelstrom&lt;br /&gt;
: You unleash a localized storm of chaotic probability. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you roll a percentile die (d100) to determine the result (Wisdom Check vs DC 18):&lt;br /&gt;
:* &#039;&#039;&#039;1-30 (Implosion)&#039;&#039;&#039;: Deals 6d8 gravity damage in a 20ft radius at a point you specify. This pulls all targets 10ft toward the center.&lt;br /&gt;
:* &#039;&#039;&#039;31-60 (Temporal Flash)&#039;&#039;&#039;: All enemies in a 30ft radius must succeed on a Wisdom save (DC 14 + STR Mod + WIS Mod) or be &#039;&#039;&#039;Dazed&#039;&#039;&#039; for 1d4 rounds as they are overwhelmed by visions of alternate futures.&lt;br /&gt;
:* &#039;&#039;&#039;61-90 (Dimensional Surge)&#039;&#039;&#039;: You and all allies within 30ft gain an additional Standard Action that can be utilized in the other combat group (Vanguard/Rearguard) this round. &lt;br /&gt;
:* &#039;&#039;&#039;91-100 (Grand Rift)&#039;&#039;&#039;: A temporary two-way gate opens to a random alternate universe for 1 + 1d4 rounds. All combatants and objects within 50ft are sucked in unless they succeed on a Dexterity or Acrobatics saving throw (DC 20).&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Ideology Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Dreadnought’s Discipline (Choice), Well Grounded&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Dreadnought’s Discipline (Choice)&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly, Ideology Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Dreadnought’s Discipline (Choice)&lt;br /&gt;
|}&lt;br /&gt;
Science continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out of its people, different governments, religious groups, and various factions have followed the lessons learned to know what specific exercise, diet, vitamin supplements, and even advanced surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have different, potentially sinister plans.&lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history, and it has stuck for thousands of years. Likely because the people who underwent these regimes became like the Dreadnought Spaceships used in war. Dreadnoughts are fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, discipline, or some form of ideology. Usually swearing allegiance to a government or other type of faction.&lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+&lt;br /&gt;
# Ideology: At level one, the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Profession Talents&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character that is already a Helix Warrior cannot be a Dreadnought and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
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&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
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&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Dreadnought’s Profession skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), Pick One Knowledge (Int), [[Survival]] (Wis)&lt;br /&gt;
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&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At the first level, the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
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=== Dreadnought&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at Dreadnought 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. Doing this takes a Simple action and provides a +4 to Strength Score and +2 Dexterity Score. They also gain advantage on Constitution saving throws but disadvantage on Wisdom saves. The also gain temporary hit points explained below. This lasts for 1 + Constitution Mod number of rounds. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
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;Dreadnought’s Discipline (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose a Dreadnought Discipline which focuses your role in combat:&lt;br /&gt;
:; A) The Juggernaut:&lt;br /&gt;
:: You are the immovable wall of your squad. While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you gain Damage Reduction (DR) equal to your Constitution Modifier. Gain Tactical Opportunity on all enemies within 30ft that attack your allies instead of you.&lt;br /&gt;
:; B) The Ravager:&lt;br /&gt;
:: You channel your raw power into devastating strikes. While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you can choose to attack recklessly: your melee accuracy &#039;&#039;&#039;and&#039;&#039;&#039; damage gain an Advantage Die, but all attacks against you also gain an Advantage Die until your next turn. The threshold to trigger Extra Damage is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +2 bonus to save against being tripped, overrun, knocked prone. The Dreadnought gains an additional +1 for every Extra Damage the Character has.&lt;br /&gt;
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;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
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;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so. If successful earn a Bonus Attack Action or a Bonus Overrun Action if there is another enemy within run distance.&lt;br /&gt;
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;Ideology Talent&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Dreadnought gains a talent based on their chosen Ideology. These talents often provide a combat benefit that synergizes with their chosen Discipline. (If you do not wish to pick one, you can choose whatever talent you want. However, you do not also get the other associated bonuses, just the talent.) &lt;br /&gt;
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;Resolve&lt;br /&gt;
: Beginning at 4th level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought level (rounded down) on saving throws to resist Mind effects and both to resist Intimidation as well as perform [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Dreadnought’s Discipline (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Dreadnought refines their battlefield presence.&lt;br /&gt;
:; A) Living Shield:&lt;br /&gt;
:: As a Simple Action, you can place yourself in harm&#039;s way to protect a teammate. Until the start of your next turn, you can absorb half the damage of an attack meant for an adjacent ally. Whenever a Dreadnought character earns a Bonus Action they always have the option of Living Shield as a Bonus. This Bonus can be stashed and used as a reaction (an action out of the group/turn for the character) to any friendly combatant within the Dreadnought&#039;s Walk speed distance. If the Dreadnought does this they must move next to the ally they wish to defend.&lt;br /&gt;
:; B) Knockdown:&lt;br /&gt;
:: As a Standard Action, you can perform the Tackle Advance Combat Technique with advantage, and if successful, can also perform a Standard (not Bonus) Melee attack on the same turn. Also a Dreadnought can perform a Tackle from a stand still against an adjacent enemy.&lt;br /&gt;
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;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether she can wield them at all or if they are considered light weapons for the purpose of yielding it in an off hand.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can perform an Ability Surge to a greater effect. Like Surge, but now the Dreadnought gains a +6 to Strength and +3 to Dexterity. And 3 * Dreadnought level worth of temporary health. Now when surging a Dreadnought can as a Free action choose to move from one Combat group to another, ie: from Vanguard to Rearguard or vice-versa.&lt;br /&gt;
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;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon their intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in combat, this is considered a Simple Action.&lt;br /&gt;
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;Dreadnought’s Discipline (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Dreadnought reaches the pinnacle of their discipline.&lt;br /&gt;
:; A) Immovable Object:&lt;br /&gt;
:: Once per day, if an attack would reduce you to 0 or below HP, you drop to 1 HP instead and instantly trigger a free &#039;&#039;&#039;Surge&#039;&#039;&#039;, doubling the Temporary HP gained from it. Also gain a &#039;&#039;&#039;Bonus Attack&#039;&#039;&#039; or &#039;&#039;&#039;Bonus Move&#039;&#039;&#039; Action that can done before the Dreadnought&#039;s normal turn.&lt;br /&gt;
:; B) Final Strike:&lt;br /&gt;
:: If you kill or knockout an enemy with either a critical hit, a &#039;Coup de Grace&#039;, or deal Massive Damage (damage equal to 50% or more of target health in a single round) to a target, you can freely &#039;&#039;&#039;Surge&#039;&#039;&#039; at the end of the turn and gain a Standard Action that can be utilized in the other combat group. If in Rearguard, then they can use this action in the Vanguard group next turn before doing their normal turn in Rearguard. This action is &#039;&#039;&#039;only&#039;&#039;&#039; a Standard Action no Simple or Bonus actions. If already Surging, the surge round counter is reset. This can only happen 1 + Dreadnought&#039;s Constitution Mod times per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters. You work for and follow the authority of the land.&lt;br /&gt;
:; Level 1 Bonus (Intuition): &lt;br /&gt;
:: You gain [[Sense Motive]] as a Favored Skill (or +1 Rank). You gain an Advantage on [[Diplomacy]] checks when dealing with law enforcement or government officials.&lt;br /&gt;
:; Level 4 Talent (Master Defender): &lt;br /&gt;
:: You gain a +1 AC bonus whenever you fight defensively or take the total defense action. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, this bonus increases to +2.&lt;br /&gt;
:; Level 9 Mastery (I Am The Law!): &lt;br /&gt;
:: You gain the Plenipotentiary Privileges Profession Feature from the Envoy when dealing with *known* criminals, allowing you to bypass typical bureaucratic hurdles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life Above All&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good characters. You value the life of others greatly; killing is a last resort.&lt;br /&gt;
:; Level 1 Bonus (Big Heart): &lt;br /&gt;
:: You gain [[Medical]] as a Favored Skill (+1 Rank). You gain an Advantage on [[Diplomacy]] checks when attempting to de-escalate or avoid violence.&lt;br /&gt;
:; Level 4 Talent (Helping Hands): &lt;br /&gt;
:: You gain a +1 Misc bonus to [[Medical]]. You can stabilize a dying character as a Simple Action. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, your *Living Shield* feature also grants the defended ally temporary HP equal to your Constitution modifier.&lt;br /&gt;
:; Level 9 Mastery (Pacifist&#039;s Resolve): &lt;br /&gt;
:: You take no penalties for dealing non-lethal damage with lethal weapons. If you successfully knock an enemy out non-lethally or use diplomacy to end a fight, you gain another Standard Action that can be done outside the Character&#039;s group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters. You follow commands no matter how brutal, often as a zealot for a cause.&lt;br /&gt;
:; Level 1 Bonus (Indoctrination): &lt;br /&gt;
:: You gain [[Knowledge]] Culture as a Favored Skill (+1 Rank). You gain an Advantage on saving throws against [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks.&lt;br /&gt;
:; Level 4 Talent (Unshakable Faith): &lt;br /&gt;
:: You gain an Advantage on saving throws against mind-affecting Techniques or psionics. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, your reckless attacks gain Advantage Die on damage rolls against enemies that have damaged an ally this combat.&lt;br /&gt;
:; Level 9 Mastery (Zealot&#039;s Surge): &lt;br /&gt;
:: Your trance is unbreakable. While &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you are immune to the [[Conditions#Shaken|Shaken]], [[Conditions#Confused|Confused]], and [[Conditions#Frightened|Frightened]] conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Survival of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic or Neutral characters. You believe only the strong are meant to survive.&lt;br /&gt;
:; Level 1 Bonus (Self-Sufficient): &lt;br /&gt;
:: You gain [[Survival]] as a Favored Skill (+1 Rank). You require half the normal amount of food and sleep to prevent the [[Conditions#Fatigued|Fatigued]] condition.&lt;br /&gt;
:; Level 4 Talent (Thick Skinned): &lt;br /&gt;
:: You gain +1 Damage Reduction (DR) permanently. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, this stacks with your surge DR. If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, your melee attacks ignore 1 point of enemy DR.&lt;br /&gt;
:; Level 9 Mastery (Primal Recovery): &lt;br /&gt;
:: While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you regain 1d4 temporary HP at the start of each of your turns as your body forcefully knits itself back together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic characters. You take extreme measures to change the system for the better.&lt;br /&gt;
:; Level 1 Bonus (Justifying Reasoning): &lt;br /&gt;
:: You gain [[Knowledge]] Current Events as a Favored Skill (+1 Rank). You gain an Advantage on [[Intimidate]] and [[Stealth]] checks when dealing with corrupt officials or known criminals.&lt;br /&gt;
:; Level 4 Talent (Reckless Behavior): &lt;br /&gt;
:: You gain the Reckless Behavior Talent from the Starfighter Profession.&lt;br /&gt;
:; Level 9 Mastery (Crowd Control): &lt;br /&gt;
:: When you are adjacent to two or more active enemies, your melee accuracy checks gain an Advantage Die. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, this stacks with your reckless attack advantage (max 3 Advantage Dice).&lt;br /&gt;
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== Engineer ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction, Professional Repair, &amp;lt;br /&amp;gt;Extra-Curricular Training I&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Beyond the Specifications &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|4th||Overload&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat, Improved Quick Construction, &amp;lt;br /&amp;gt;Extra-Curricular Training II&lt;br /&gt;
|-&lt;br /&gt;
|6th||Beyond the Specifications Improved, &amp;lt;br /&amp;gt;Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|8th||Reconfigure Weapon Improved&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional, &amp;lt;br /&amp;gt;Extra-Curricular Training III&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
A scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones who exploit those findings and make them useful and practical in everyday life. Engineers are the cornerstone of modern civilizations. They make sure society keeps moving day to day. They silently work in the background, repairing industrial machinery. However, some do not like the mundane, quiet life that is hidden in the shadows of civilization. Some venture forth and try their luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.&lt;br /&gt;
&lt;br /&gt;
Software has been known to be extremely flexible, especially for artificial intelligence. However, the hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy, there is an unknown number of unimaginable obstacles to face. Engineers are known for their knowledge of how things work, how to fix things, and how to make them more efficient. They can often bypass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer to a new, unknown planet. An engineer&#039;s job can mean life or death for all involved. Those willing to leave their comfortable life, their sheltered workshops, garages, and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at crafting, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Engineer’s Favored skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Profession Talents ===&lt;br /&gt;
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&lt;br /&gt;
;Extra-Curricular Training&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;5th&#039;&#039;&#039;, and &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Engineer selects a specialized track of study that defines their practical role in the field. Picking the same track multiple times unlocks higher-tier benefits (Novice -&amp;gt; Intermediate -&amp;gt; Master).&lt;br /&gt;
&lt;br /&gt;
==== Course: The Field Tuner (Combat Support) ====&lt;br /&gt;
*Focus: Keeping the squad&#039;s gear and bodies at peak efficiency.*&lt;br /&gt;
:; Novice (Level 1): Patch Job&lt;br /&gt;
:: Your `Professional Repair` in combat grants the target a +1 AC bonus for 3 rounds in addition to healing damage. You gain [[Medical]] as a Favored Skill (+1 Rank).&lt;br /&gt;
:; Intermediate (Level 5): Combat Calibration&lt;br /&gt;
:: You have learned to tune gear under fire. You can use the `Beyond the Specifications` feature on an adjacent ally’s gear as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; rather than a Standard Action.&lt;br /&gt;
:; Master (Level 9): Overclock&lt;br /&gt;
:: Once per day, as a Standard Action, you &amp;quot;Overclock&amp;quot; the gear of all allies in your group (Vanguard or Rearguard). For 1 minute, their weapons gain advantage on damage dice and their armor grants +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Course: The Tactical Saboteur (Combat Control) ====&lt;br /&gt;
*Focus: Disrupting enemy technology and controlling the battlefield.*&lt;br /&gt;
:; Novice (Level 1): Combat Demolitions&lt;br /&gt;
:: You gain `Demolitions` as a Favored Skill (+1 Rank). You gain an Advantage on accuracy checks when throwing grenades or using specialized explosives. Additionally, you can prime a grenade or explosive device as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; rather than a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
:; Intermediate (Level 5): System Shock&lt;br /&gt;
:: Your `Overload` deals an additional +1d6 damage. Targets hit by the explosion must make a Wisdom save (DC 10 + 1/2 Engineer level + Int Mod) or be [[Conditions#Shaken|Shaken]] for 1d4 rounds.&lt;br /&gt;
:; Master (Level 9): Blackout&lt;br /&gt;
:: You can use `Computer Use` to remotely &amp;quot;Hack&amp;quot; an enemy’s active gear (Power Armor, Force Fields, or Robots) within 60ft. On a success (DC 20), the device is completely disabled for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== Course: The Master Architect (Industrial Utility) ====&lt;br /&gt;
*Focus: Long-term upgrades, crafting, and spaceship management.*&lt;br /&gt;
:; Novice (Level 1): Industrial Efficiency&lt;br /&gt;
:: You gain the [[Jerry Rigging]] feat for free. You reduce the material cost of crafting General Equipment by an additional 25%.&lt;br /&gt;
:; Intermediate (Level 5): Field Up-Tech&lt;br /&gt;
:: You can &amp;quot;Up-Tech&amp;quot; any item to your current Tech Level in the field without a professional lab. You gain an Advantage Die on all spaceship `Boost` checks.&lt;br /&gt;
:; Master (Level 9): Permanent Revision&lt;br /&gt;
:: You can make one `Beyond the Specifications` boost permanent on a single item. This consumes one of the item&#039;s &amp;quot;Masterwork&amp;quot; slots. You can also repair spaceship &amp;quot;Battle Damage&amp;quot; in half the normal time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 10-15 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At Engineer &#039;&#039;&#039;1st&#039;&#039;&#039; level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build a General Equipment item, the Engineer reduces the building time by 1/4. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Engineer reduces the building time of ordinary objects to 1/8 and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, an Engineer has improved ways of repairing robots, vehicles, power armor, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can gain bonuses to repair damage to a robot, vehicles, power armor, spaceships and so on. The DC and Time are no longer based on the [[Craft#Repairing_Checks|Repair]] rules. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a Standard Action. Review the table to the right for more info. &lt;br /&gt;
&lt;br /&gt;
: For Space Ships, this provides an Advantage to Repair checks to remove Battle Damage. &lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, an Engineer can upgrade weapons and equipment to provide temporary performance improvements that exceed the object&#039;s normal specifications. It requires a Standard Action and full access to the target object. The effect lasts for 10 minutes, and the object cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | At Engineer &#039;&#039;&#039;2nd&#039;&#039;&#039; Level and above&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d4 (+1d for every +10 DC, Max +2) || 12 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d4 (+1d for every +10 DC, Max +2) || 12 || &#039;&#039;&#039;-&#039;&#039;&#039; || Misc Bonus by +1 for 1d4 rounds || 12&lt;br /&gt;
|-&lt;br /&gt;
| Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) || 15 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) || 15 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %25 || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit Multipler +1 (Max x3) || 17 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon’s Crit Multipler +1 (Max x3) || 17 || &#039;&#039;&#039;-&#039;&#039;&#039; || -  || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed for 1d4 rounds || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type for 1d4 rounds || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | At Engineer &#039;&#039;&#039;6th&#039;&#039;&#039; Level and above&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of two of the same item || 20&lt;br /&gt;
|-&lt;br /&gt;
| Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 27 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 27&lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||32 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Reconfigure Weapon&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However, the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
; Overload&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level and beyond, the Engineer as a standard action, can cause a short in an electronic device they are adjacent to. This includes any ranged or melee weapon that does not possess the Kinetic Arch-Type. This makes the target of the overload nonfunctional. If the device is designed to be tamper-proof, such as a lock, then it cannot be a target. Like-wise anything that is sentient can also not be a target. If the target is being held by an enemy the item must first be taken from them, please review the [[Techniques#Combat_Techniques|Disarm]] technique. The Engineer doesn&#039;t need to roll if all they want to do is temporarily disable the device. The device is disabled for Int Mod for several rounds. However, the Engineer can attempt to create an improved explosive with a DC 15 (Craft (Electronic). The overload can become an electronic explosive Device. It must be used by the next round of combat or within roughly 3 seconds, and causes 1d6+Int Mod of Electronic Damage. The range is 5ft circle from the square it lands on. At &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; level the damage increases by +1d6. &lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Proficiency Tree &#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Engineer&#039;s Eye&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
; Combat Mechanics Training&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Engineer can choose to take an upgrade to either the Melee, Ranged or Armor Proficiency Tree regardless of whether it takes 1 or 2 points. Or the Engineer can choose to take the [[Power_Armor_Expert|Power Armor Expert]] Feat. &lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. An engineer can perform the Boost effect on any system of their choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level roundup.&lt;br /&gt;
&lt;br /&gt;
; Reconfigure Weapon Improved&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Engineer can now Reconfigure a weapon in 1 minute instead of 1 hour. Additionally, when reconfiguring a weapon, they can choose to grant it one temporary &amp;quot;Combat Attribute&amp;quot; from the [[Weapons#Combat_Attributes|Weapon Attributes]] list for 1 hour.&lt;br /&gt;
&lt;br /&gt;
; Trained Professional&lt;br /&gt;
: A &#039;&#039;&#039;9th&#039;&#039;&#039; level Engineer can perform complicated tasks as free actions after completing an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make an Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
; Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull off feats of engineering wonder. They can use their mastery of the trade to provide bonuses or repairs that could only be described as borderline miraculous. They can use this ability once per day, starting as a Standard Action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds advantage to both Accuracy and dealing damage (which includes each Extra Damage) for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Instantly repairs one Battle Damage. &lt;br /&gt;
:* Spaceship Shields: The Ship&#039;s Shields now have +1 and no longer count against Detection DC, thus making the ship appear in stealth even if shields are on. Lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st || Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd || Open Arms, Intuitive || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Diplomatic Style Combat Feature || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th || Restricted Access, &amp;lt;br /&amp;gt; Diplomatic Style Combat Feature || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Diplomatic Style Combat Feature || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legats, Emissaries, etc. can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as those between individuals and as large as those between whole nations or civilizations. Envoys are desired across the galaxy. Armed with a heightened awareness of local politics and a wide range of ideologies and philosophies, the Envoy strives to find a compromise to avoid an otherwise ugly confrontation both for herself and for others. The Envoy will attempt all this without compromising their integrity or betraying the trust placed in them as representatives of factions, nations, worlds, or whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation, or some other type of recognized group to swear allegiance to. As long as that Envoy does not fail to represent her faction, then she is entitled to privileges beyond the rights of ordinary citizens.&lt;br /&gt;
Choose the Envoy if you want a character who excels at negotiation, political leverage, and self-preservation, with a focus on targeted utility and group protection.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: You must pledge primary allegiance to a faction or group. (See Envoy&#039;s Allegiances below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
* Weapons: The Envoy cannot gain advantage when using Melee/Martial weapons.&lt;br /&gt;
* Armor with a speed penalty gives a negative change when using Techniques.&lt;br /&gt;
:* -5 Speed causes a 10% chance of failure, -10 Speed causes a 20% chance of failure, Halve Speed causes a 40% chance of failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Disguise]] (Cha), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int), [[Study]] (Int). Choose between [[Medical]] (Wis) or [[Perception]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Envoy uses Charisma or Wisdom for their [[Techniques#Field_Officer_&amp;amp;_Envoy_Techniques|Techniques]]. (shared with the Field Officer).&lt;br /&gt;
&lt;br /&gt;
=== Envoy Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; NOTE: Upon becoming an Envoy, the Player must choose their &#039;&#039;&#039;Diplomatic Path&#039;&#039;&#039;: The &#039;&#039;&#039;Emissary&#039;&#039;&#039; or The &#039;&#039;&#039;Broker&#039;&#039;&#039;. This choice provides minor differences in utility features and more distinct differences in combat abilities.&lt;br /&gt;
&lt;br /&gt;
; Plenipotentiary Privileges&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, if you are arrested for a crime, you can make a [[Diplomacy]] check to invoke your diplomatic credentials and bypass standard punishment. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person, then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul Profession feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: Gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the check if the crime is bureaucratic, political, or a public misunderstanding.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: Gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the check if the crime involves smuggling, illegal technology, or black-market dealings.&lt;br /&gt;
: An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
; Stipend&lt;br /&gt;
: At &#039;&#039;&#039;1st, 4th, 7th, and 10th&#039;&#039;&#039; level, you gain a [[Profession]] rank increase of +1 and a bonus of $2,000 ISC per Envoy level.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Envoy is skilled at initiating peaceful negotiations. The Diplomat may add &#039;&#039;&#039;both&#039;&#039;&#039; their Wisdom Modifier and Charisma Modifier to [[Diplomacy]] checks instead of choosing. She can also add a competence bonus equal to one-half her Envoy class level, rounded down, on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
; Intuitive&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all [[Sense_Motive|Sense Motive]] checks.&lt;br /&gt;
&lt;br /&gt;
;Diplomatic Style Combat Feature&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain your first Combat Specific Profession Feature based on your Diplomatic Style.&lt;br /&gt;
&lt;br /&gt;
; Cultural Expert&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a chosen Favored skill, make it one now with an additional +1 rank. If it is already a Favored skill, provide +2 to its Rank. Player&#039;s may disregard the Skill level limit rules in this case.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Envoy gets a free Bonus Feat. All rules still apply; the Character has to be eligible to acquire the feat. They are in the &#039;&#039;&#039;Utility&#039;&#039;&#039; category and &#039;&#039;&#039;Techniques&#039;&#039;&#039; sub-category.&lt;br /&gt;
&lt;br /&gt;
; Slave to Bureaucracy&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you become a master of navigating (or bypassing) paperwork. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; when identifying the origin and authenticity of official documents.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: You reduce the time and cost required to procure official permits, meetings, or documents by half.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: You gain an additional &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; when attempting to forge or falsify official documents.&lt;br /&gt;
&lt;br /&gt;
; Restricted Access&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you gain clearance to access classified information from sources that recognize your allegiance. You gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; on [[Study]] checks.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: Your access extends to high-tier government and corporate archives.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: Your access extends to criminal underworld networks and black-market ledgers.&lt;br /&gt;
&lt;br /&gt;
; Upper Management&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Envoy gains the [[Leadership]] feat for free. If the Envoy already has Leadership, then gain the [[Manager]] feat for free. If both are already acquired, gain Misc Bonus equal to 1/2 Envoy level to all assistance checks.&lt;br /&gt;
&lt;br /&gt;
; Select Consuls&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you may appoint individuals (equal to your Charisma bonus) as &amp;quot;Consuls.&amp;quot; They gain the benefits of your Diplomatic Immunity and Restricted Access features while under your protection.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Style Combat Features ===&lt;br /&gt;
At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you must choose your Diplomatic style, along with an Alliance. Here are combat-related Profession Talents for the Diplomatic Style of your choice, either Emissary or Broker.&lt;br /&gt;
&lt;br /&gt;
==== The Emissary ====&lt;br /&gt;
Focus: De-escalation, Sanctuary, and Group Protection.&lt;br /&gt;
&lt;br /&gt;
; Level 3: Diplomatic Immunity&lt;br /&gt;
: You can force a temporary pause in hostilities.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You declare sanctuary for your combat group (Vanguard or Rearguard). For 1 round, any enemy attempting to attack you or an ally in your group must succeed on a Wisdom save (Dimensional DC). If they fail, they must choose a target in the other group or lose their attack entirely.&lt;br /&gt;
&lt;br /&gt;
; Level 7: Ceasefire&lt;br /&gt;
: You can use your authority to halt an enemy&#039;s momentum.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: When an enemy targets you or an adjacent ally, you may &amp;quot;Pull Rank.&amp;quot; The enemy must succeed on a Wisdom save (Dimensional DC) or their Standard Action is canceled for that turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Aura of Authority&lt;br /&gt;
: Your presence is so overwhelming that enemies find it difficult to act against you.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Passive.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Enemies within 30ft take a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039; on all accuracy checks and Technique checks targeting you or any ally within your combat group.&lt;br /&gt;
&lt;br /&gt;
==== The Broker ====&lt;br /&gt;
Focus: Leverage, Exploitation, and Targeted Debuffs.&lt;br /&gt;
&lt;br /&gt;
; Level 3: Find the Flaw&lt;br /&gt;
: You read the weaknesses in an enemy&#039;s posture and gear.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Perform a Sense Motive check against an enemy&#039;s AC. If successful, you or one designated ally (such as a Select Consul) gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; and ignore the target&#039;s Damage Reduction (DR) on the next attack against them.&lt;br /&gt;
&lt;br /&gt;
; Level 7: Psychological Pressure&lt;br /&gt;
: You use leverage or threats to break an opponent&#039;s resolve.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You verbally target an opponent within 30ft. They must succeed on a Wisdom save (Dimensional DC) or become &#039;&#039;&#039;Shaken&#039;&#039;&#039; for 1d4 rounds and take double damage from the next attack that successfully hits them.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Puppet Master&lt;br /&gt;
: You have gained enough leverage to dictate an enemy&#039;s actions.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You designate one enemy as your &amp;quot;Asset.&amp;quot; When the Asset targets an ally with an attack, you may force them to re-roll the accuracy check and take the lower result, or force them to move up to 15ft in a direction of your choice before the attack resolves.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + Charisma Mod per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have the galactic influence they may have Envoys on their side. Not to be mistaken with a lobbyist who focuses their attention solely on influencing local governments. Envoys that work for Corporations travel the galaxy, making sure Corporate interests are understood and, as peacefully as possible, upheld. A Corporation may use an Envoy to smooth over ties with an indigenous population on a planet that has to deal with the Corporation. For example, it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoys ensure that conflicts of any kind do not impede the Corporation&#039;s goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider Knowledge&#039;&#039;&#039;: A bonus to [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy level when dealing with any Corporation personnel. An advantage bonus to [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The Profession also receives the [[Knowledge]] Cluster as a Favored skill and gets a Misc +2 bonus to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space-faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well-known. However, locally they would be regarded as very powerful. Envoy&#039;s that work for these governments would like to be used to expand their influence beyond the systems they control. Because of their smaller size, most Envoys would likely swear allegiance, hoping to move quickly up the ranks. With less competition than in other sectors, smaller governments provide more opportunities.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gains an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy even gets [[Knowledge]] Culture as a Favored skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have existed or still exist in the galaxy. The Ring of Life is massive and spacious and has afforded much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. Their uses vary from internal affairs of state to problems abroad. Envoys will be seen dealing with subjugated planets to help suppress any rebellions. Lead talks on trade disputes between nations. Secretly incite ill will in other countries&#039; weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 to all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The Profession also receives the [[Knowledge]] Civics as a Favored skill and gets a Misc +2 bonus to it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular locally to the planet of origin. However, Empires and trade spread ideas across the Ring, and some religions have fared well. These mega religions have power and influence, and Envoys are their peaceful arm. A religious group may be concerned that its followers are not receiving the attention they need from the government, or afraid that a powerful megacorporation will act without considering the people it will affect. When this is the case, religions often use Envoys to make their will known to the people, governments, and corporations. Sometimes, Envoys are sent to work in secret, while others walk openly and proudly about their faith. Envoys would likely swear an alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears allegiance to a religious institution has an advantage bonus to Wisdom saves. Also, the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]], or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals in organized crime use others to represent their wishes within the governments they operate in. Sometimes these people are lawyers, politicians, or business consultants, but one thing is common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of their own ambitions. When working for a Crime Syndicate, an Envoy is expected to get people out of jail when they most certainly deserve to be there; they are also expected to provide inside information to the &#039;Boss&#039; or whoever they report to. The Envoy may smuggle money from less official channels into more official ones and wine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, and official. No funny business to see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain an advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point, we all have to choose. Some simply see the horror in the Ring and must do something about it. Sometimes, the person who makes that choice is a charismatic individual with leadership written on their face. However, they were late to the movement. There already is a leader. But what about a spokesperson? What about the person who once enjoyed and understood the other side? Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance, had someone like that. Someone not at the top nor the bottom, but still powerful and respected, who could reach out to the &#039;enemy&#039; and find common ground. Either to discuss hostage release or to build a foundation for peace. An Envoy who dedicates herself to a Rebel cause will become its leader&#039;s right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take advantage of the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||  &#039;&#039;&#039;Electromancy Path Choice&#039;&#039;&#039;, Electric Attack (1d4), Sixth Sense|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6+1), Clever Crafting || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8+2)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10+3), Electrified Presence || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12+4) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more accepting of in-plants and cybernetics than others. One such species, the Cryous, was at war and losing fast. Desperate for a new form of super-soldier, they took advantage of the electromagnetism inherent in their species to create a unique kind of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into their bodies. This set is specifically designed to make the user aware of electromagnetism as if it were an additional sense, and can also gather energy in the form of electricity and manipulate it at a local scale.&lt;br /&gt;
&lt;br /&gt;
With these super soldiers, the Cryous were able to overcome the massive numbers of ground troops deployed against them. Eventually, the war ended in a stalemate and shaky truce. For years, the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret, but eventually, it was let out. Now, all of the citizens of the Milky Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.&lt;br /&gt;
&lt;br /&gt;
Choose the Electro-Mancer if you want to wield the power of lightning, producing shields, shocking enemies in close quarters, or overloading technology with your mind.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence (Smart Hero)]] or the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ with Dex Score of 12+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ with Int Score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Profession: Cannot also be a Shield Splicer.&lt;br /&gt;
* Cannot utilize Techniques if in Power Armor.&lt;br /&gt;
* Armor with a speed penalty gives a negative change when using Techniques.&lt;br /&gt;
:* -5 Speed causes a 10% chance of failure, -10 Speed causes a 20% chance of failure, Halve Speed causes a 40% chance of failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ] (Int), [[Disable Device]] (Int), [[Perception]] (Wis), [[Study]] (Int). Choose any two [[Knowledge]] (Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their &#039;&#039;&#039;Intelligence&#039;&#039;&#039; ability to perform [[Techniques#Electro-Mancer_Techniques|Techniques]].&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; NOTE: At level 1, the Electro-Mancer must choose between the &#039;&#039;&#039;Electro Transmutant&#039;&#039;&#039; (Melee/Fast/Dexterous) or &#039;&#039;&#039;Electric Savant&#039;&#039;&#039; (Ranged/Smart/Intelligent) paths.&lt;br /&gt;
&lt;br /&gt;
; Electric Attack&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, you gain a natural attack manifested from your implants. This attack deals &#039;&#039;&#039;Electric damage&#039;&#039;&#039; and scales as you level up (see table). The type of attack (Ranged vs Melee) is dependent on the Player&#039;s choice between which Path they wish the Electro-Mancer to take.&lt;br /&gt;
The base Damage Die is 1d4. This attack benefits from Extra Damage and can be considered a Light Weapon for purposes of Off-Hand and Bonus Attacks rules. This weapon can be summoned or removed as a Free Action at any time.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Savant&#039;&#039;&#039;: This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Ranged, 100ft + 10ft per Int Mod). You use your &#039;&#039;&#039;Intelligence Modifier&#039;&#039;&#039; for accuracy and damage.&lt;br /&gt;
:* &#039;&#039;&#039;Electro Transmutant&#039;&#039;&#039;: This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Melee). You use your &#039;&#039;&#039;Dexterity Modifier&#039;&#039;&#039; for accuracy and damage.&lt;br /&gt;
: At level 3, damage increases to 1d6+1. At level 5 to 1d8+2. At level 7 to 1d10+3. At level 9 to 1d12+4.&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The Savant/Transmutant has other bonuses for this Electric Attack.&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: This can be affected by the &#039;&#039;&#039;Talented&#039;&#039;&#039; feat if chosen. If so, then follow these weapon die levelings: Character level &#039;&#039;&#039;12&#039;&#039;&#039;: 2d8+6, &#039;&#039;&#039;15&#039;&#039;&#039;: 2d10+8, &#039;&#039;&#039;18&#039;&#039;&#039;: 2d12+10.&lt;br /&gt;
&lt;br /&gt;
; Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are uniquely attuned to electromagnetic fields. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on detection checks for electronic traps, hidden sensors, or data ports. Additionally, you can instantly tell if an electronic device within 30ft + 5ft per Int Mod is &amp;quot;On&amp;quot; or &amp;quot;Off&amp;quot; without a check.&lt;br /&gt;
&lt;br /&gt;
; Clever Crafting&lt;br /&gt;
: Starting at &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Electro-Mancer can perform Craft Electronic Checks with Luck. The Electro-Mancer can sacrifice a Level One Technique used for that day to re-roll any failed crafting attempt or Disable Device check.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Savants&#039;&#039;&#039;: Choose from the &#039;&#039;&#039;Utility&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039; categories.&lt;br /&gt;
:* &#039;&#039;&#039;Electro Transmutants&#039;&#039;&#039;: Choose from the &#039;&#039;&#039;Tactical&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; categories.&lt;br /&gt;
&lt;br /&gt;
; Electrified Presence&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level the Electro-Mancer can unleash their electric powers to wow, stun and impress those around him by performing a show of electrical prowess. The Electro-Mancer can use either Intelligence or Dexterity in place of Strength when using the Intimidate skill. They can sacrifice a Level One Technique use for that day to gain Advantage, Level Two for 2 Advantages (+2AD), or a Level 3 use for (+3AD). A Character can only benefit up to 3 advantages at a time.&lt;br /&gt;
&lt;br /&gt;
=== Electromancy Path Choice ===&lt;br /&gt;
&lt;br /&gt;
==== Path of the Electro Transmutant ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Speed, Reflexes, and Close-Quarters Combat.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Electrified Movement&lt;br /&gt;
: Electricity flows through your muscles, granting preternatural speed. Your base speed increases by +10ft. Additionally, you may perform a &#039;&#039;&#039;Charge&#039;&#039;&#039; or &#039;&#039;&#039;Tackle&#039;&#039;&#039; technique even through difficult terrain or around corners.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice use of one Level 0 Technique. (You still know as many Techniques as the chart states, you just use fewer of them)&lt;br /&gt;
&lt;br /&gt;
; Level 4: Improved Electric Attack&lt;br /&gt;
: Your melee electric strike becomes more versatile. You gain a [[Feats|Feat]] in the Two-Weapon Fighting track. You can choose to either increase the Critical Range by +1 or increase the base Critical Damage to 3x.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice use of one Level 1 and one Level 2 Technique slot.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Magnetic Aim&lt;br /&gt;
: You use your electromagnetic sense to guide your strikes. This counts as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; that consumes a use of a Level 2 or Level 3 Technique slot.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all melee attacks made this round to both Accuracy &#039;&#039;&#039;and&#039;&#039;&#039; damage die. At level 10, you can spend a Level 4 or 5 slot to gain &#039;&#039;&#039;double Advantage&#039;&#039;&#039;. If the target you are hitting has any metal, then gain an additional Advantage Die; the maximum advantage someone can benefit from is x3.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Electrified Focus&lt;br /&gt;
: Your reflexes allow you to capitalize on every opening. If you perform a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; and miss, you may consume the use of a level 3 or level 4 Technique slot to try again, this time with advantage.&lt;br /&gt;
: If you perform a check of any kind as a reaction, such as a saving throw, both in or out of combat, if you fail, you can choose to consume a Technique level 3 or 4 slot to try again with advantage.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice one level 2 and one level 3 Technique slot use.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Amp&#039;ed Rage&lt;br /&gt;
: You surge with overwhelming electrical power. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; you spend time charging up all your electrically infused power. For a number of rounds equal to 1/2 your Electro-Mancer level, you gain &#039;&#039;&#039;+4 Dexterity&#039;&#039;&#039;, &#039;&#039;&#039;+2 Strength&#039;&#039;&#039;, and &#039;&#039;&#039;Temporary HP&#039;&#039;&#039; equal to your Electro-Mancer level + 2x (Dexterity + Intelligence Modifier). Bonus Advantage on all Dexterity Saving throws. Your Electric Attack Damage Die is increased by 1 level and it gains AP equal to your Character&#039;s Dex Mod. After the effect ends, you must roll a Constitution Save DC20 + Int Mod or become &#039;&#039;&#039;Fatigued&#039;&#039;&#039;. Your Character cannot do this while Fatigued or worse.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice one Level 4 and 5 Technique slot use.&lt;br /&gt;
&lt;br /&gt;
==== Path of the Electric Savant ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Ranged Techniques and Technological Integration.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Savant in Training&lt;br /&gt;
: You gain the &#039;&#039;&#039;Technique Novice&#039;&#039;&#039; feat for free. If you already possess it, you gain &#039;&#039;&#039;Technique Advance&#039;&#039;&#039; instead and so on.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Circuit Integration&lt;br /&gt;
: You can interface with technology wirelessly. You gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; to [[Computer_Use|Computer Use]] and [[Decipher Script]]. Also, as a Simple Action even while in combat, you can access simple, non-secure electronic devices (cameras, door locks) wirelessly within 30ft +5 per Int Mod.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Advanced Electromancy&lt;br /&gt;
: Automatically gain an additional slot for Level 1,2,3 Techniques. You can now &amp;quot;Expand&amp;quot; your techniques by using a higher-level slot. This grants one of the following:&lt;br /&gt;
# Double the Damage/Effect&lt;br /&gt;
# Treated as a Simple Action&lt;br /&gt;
# Double range. (When increasing the range of a Technique with Range zero, this makes it a Technique with a Range equal to Character&#039;s Walk Speed.)&lt;br /&gt;
# Double the Duration.&lt;br /&gt;
# Change Damage type to Electric-Electric.&lt;br /&gt;
This can be stacked if slots are available. Also, this does not stack or work with Feats like Quicken or Split-Brain Coordination. The Player just has to declare they are &#039;Expanding&#039; their Technique Action. All of those must be Standard Action unless the &#039;Expand&#039; first is used to make the Technique a Simple Action.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Sheer Force&lt;br /&gt;
: Your ranged &#039;&#039;&#039;Electric Attack&#039;&#039;&#039; becomes more piercing. Gain AP equal to your Intelligence Modifier (Max 5) and choose between Critical Range increase or Critical Damage base improved to x3.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Expert Electromancy&lt;br /&gt;
: Your mastery of techniques allows you to manifest multiple effects at once. You may perform two Techniques in a single &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Both techniques consume their respective slots. These Techniques can be affected by your &#039;Expand&#039; ability. The Quicken or Split-Brain Coordination feat can still be activated.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Twice per day (3x at Character Level 15, 4x at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Tactical Shift, Leader of the Troops (Dynamic)|| 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Protege || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Command Style || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Battlefield Presence (Dynamic) || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Uncanny Survival || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Command Style+ || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Follow My Lead (Dynamic) || 4 || 3 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Command Style+ || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An eerie quiet settles onto the cabin. The only sound left is the hum of motors below, crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces were shocked and full of despair. Not looking up, afraid to see the empty seats where their comrades should be. Jacob, standing, holding onto a tether hanging from the ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realizes he is losing them. The defeat was too much for them. Without the right words, morale would be lost, and he knows what would happen next. &amp;quot;First,&amp;quot; he thought to himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has the tactical expertise and uses such knowledge to coordinate armed forces in the battlefield. He is not afraid to get into the thick of things himself, especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assigning someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to take charge in a crisis or lead others into battle, and to provide knowledge and expertise that can help the group as a whole. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Feats: Cannot use power armor (negates the ability to use Profession Techniques).&lt;br /&gt;
* Armor with a speed penalty gives a negative change when using Techniques.&lt;br /&gt;
:* -5 Speed causes a 10% chance of failure, -10 Speed causes a 20% chance of failure, Halve Speed causes a 40% chance of failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Diplomacy]] (Cha/Wis), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Medical]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer uses &#039;&#039;&#039;Charisma&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039; for their [[Techniques#Field_Officer_&amp;amp;_Envoy_Techniques|Techniques]]. &lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;NOTE: Upon becoming the Field Officer, the Player must choose what their &#039;&#039;&#039;Command Style&#039;&#039;&#039; is. Either Inspire or Tactician.&lt;br /&gt;
&lt;br /&gt;
; Tactical Shift&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you become a master of positioning. At the start of the turn as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may change the Group you are in. This happens at the start of the turn, not the start of the group, and the Simple Action is considered spent when you start your turn in your Group.&lt;br /&gt;
&lt;br /&gt;
; Leader of the Troops&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level,&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: When you successfully land an attack or complete a skill check, all allies currently in the Rearguard gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to Accuracy and Damage until the end of the round.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: When you successfully perform a supportive action or technique that benefits your allies (things like Medical), all allies in the next round&#039;s Vanguard gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to AC and Saving Throws.&lt;br /&gt;
: This bonus increases to &#039;&#039;&#039;+2&#039;&#039;&#039; at &#039;&#039;&#039;5th&#039;&#039;&#039; level and &#039;&#039;&#039;+3&#039;&#039;&#039; at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be their protege. The person must be familiar to the Field Officer and must be willing to be subject to the Field Officers&#039; whims and commands to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat, the Protege gains a Competence/Moral bonus equal to the Field Officer&#039;s Charisma Modifier on all rolls. The Field Officer also gains Advantage on all Medical checks made to their Protege.&lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Sickened|Sickened]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. The Protege is seriously taken aback by this and gains double disadvantage on all Actions during combat until the situation is resolved. If the Field Officer dies, then the Protege gains a disadvantage on all actions/checks both in and out of combat for 1 week.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot quickly change Proteges. Once one is picked, at least one month must pass before another can be selected. However, if the Field Officer feels they made the wrong choice, they can switch to another Character early. (It is up to the GM how early is early. The previous Protege is taken aback by this and gains disadvantage on all actions for 1d4 days, including in combat encounters.&lt;br /&gt;
&lt;br /&gt;
; Command Style&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level you must choose your &#039;&#039;&#039;Command Style&#039;&#039;&#039; and gain its first Profession Feature.&lt;br /&gt;
: Gain another at &#039;&#039;&#039;7th&#039;&#039;&#039; level based on your chosen Command Style.&lt;br /&gt;
&lt;br /&gt;
; Battlefield Presence&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level,&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;,  the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an opposing Wisdom save. If successful, they ignore the Field Officer. If they fail, the target redirects their attention to the Field Officer.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may grant a single ally within 30ft a free 5-foot step or a +2 Dodge bonus to AC against the next attack targeting them.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Uncanny Survival&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, your combat instincts keep you alive under fire. Once per day, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may add half your Profession level to your AC for 1 round. This bonus applies to touch and flat-footed AC. At 10th level, this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
; Follow My Lead&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, The Field Officer can inspire others to do what he does.&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: Must be declared before an attack (which must then be successful) or immediately after a Critical attack, the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). If successful, each member gains an advantage when attacking the target the Field Officer just attacked for the next 1 + WIS Mod turns. Also, regardless of the target, any affected member gains max damage on their next attack.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: Must be declared before performing a defensive action. An Attack Defensively action, or a Technique, Talent, or Item use that doesn&#039;t deal damage or cause negative effects on enemies. If successful, all other friendly combatants gain advantage on all actions for 1 round, and +2 DR [ALL] for 1 + WIS Mod turns.&lt;br /&gt;
: Either option can only be done once per encounter.&lt;br /&gt;
&lt;br /&gt;
; Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can perform two Techniques in one turn. When finished performing one Technique, regardless of success, the Field Officer gains multiple actions to choose from as a Bonus Action.&lt;br /&gt;
# &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Technique Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Move Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Use Item Action&#039;&#039;&#039;&lt;br /&gt;
: The Field Officer can only perform this once a day. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
==== The Inspirer (Charisma) ====&lt;br /&gt;
*Focus: Morale, resilience, and broad squad buffs.*&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Encouraging Speech&lt;br /&gt;
: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you may provide a stirring shout of valor. This can affect any teammate who can see or hear the Field Officer, even over a communication device. The roll is a Charisma check DC12 + 2 for every affected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. This can be done once per combat Encounter.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 7:&#039;&#039;&#039; Inspiring Speech&lt;br /&gt;
: Your words grant preternatural focus. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, gain provide a stirring speech or perform some otherwise inspiring action that encourages his teammates. This is a [[Diplomacy]] check DC14 + 3 for every number of affected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful, the allies get an advantage bonus on Accuracy Checks for the next 1d4 rounds. This is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; and can only be done once per combat Encounter.&lt;br /&gt;
&lt;br /&gt;
: This can be done outside of combat to provide an Advantage to whatever task or tasks are being performed by the Field Officers&#039; teammates. The Field Officer can only take 10/20 if the teammates are also taking 10/20.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 9:&#039;&#039;&#039; Undying Valor&lt;br /&gt;
: Your mere presence makes your allies nearly impossible to break. All allies within visual range gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all saving throws against mind-affecting effects and Fear related conditions. Additionally, your &#039;&#039;&#039;Encouraging Speech&#039;&#039;&#039; can now be performed as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; instead of a Standard Action.&lt;br /&gt;
&lt;br /&gt;
==== The Tactician (Wisdom) ====&lt;br /&gt;
*Focus: Precision, coordination, and action economy.*&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Coordinate Attack&lt;br /&gt;
: As a &#039;&#039;&#039;Free Action&#039;&#039;&#039;, Field Officer points out the target they are aiming at. If you are successful, then for every other teammate, up to the Field Officer&#039;s Wisdom Mod, who is also successful at a Melee or Ranged accuracy check on the target that round, they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level, the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more than 1 target left.&lt;br /&gt;
&lt;br /&gt;
: Can only be done 1 + 1 every 5 Field Officer levels per day.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 7:&#039;&#039;&#039; Tactical Insight&lt;br /&gt;
: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). All allies who can see or hear the Field Officer gain the benefits of their tactical insights. Each affected ally gains a one-time &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; that they can perform in their &amp;quot;off-group&amp;quot; phase as a separate action. They may choose from:&lt;br /&gt;
# &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Technique Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Move Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Use Item Action&#039;&#039;&#039;&lt;br /&gt;
: Frequency: Once per day.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 9:&#039;&#039;&#039; Strategic Proxy&lt;br /&gt;
: At the start of the round, before anyone&#039;s turn the Field Officer can declare they are sacrificing their turn to support another allie that is within 30ft + 5ft per WIS Mod. If that ally is in the Vanguard, they may also act in the Rearguard this round (or vice-versa). They gain a full second turn in the other group&#039;s phase, including their Simple and Standard actions. This can only be done once per encounter and 1 + every 5 levels of Field Officer per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Helix Warrior&lt;br /&gt;
! Profession Level !! Special &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Martial Artist, Darkvision (60 ft.), &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Haul, Genetic Path Choice, Light Sleeper&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Combat Expertise, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Flurry of Blows&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat, Darkvision (90 ft.), &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Genetic Path Upgrade, Survivor&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Improved Reaction, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Superior Conditioning&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Strong As An Ox, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Genetic Path Upgrade, Darkvision (120 ft.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable. Pushing against the wall of morality is, to some scientists, their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes too hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization. People, sometimes willingly, however usually not, are subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA is manipulated to purge anything deemed undesirable or a &amp;quot;flaw.&amp;quot; Some call this &amp;quot;forced evolution.&amp;quot; Most call it eugenics. Some Civilizations allow such practices, while most others do not. All capable Civilizations do it at some point.&lt;br /&gt;
&lt;br /&gt;
Some Helix Warriors come out with no adverse side effects and use their abilities to help others or, at the very least, help themselves. Others are not as lucky. In either case, Helix Warriors manifest new abilities that make them more resilient super-soldiers, security guards, law enforcement officers, and more. &lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want to be a master of physical combat, either as an unstoppable engine of destruction or a hyper-perceptive protector who guides their squad through the chaos of battle.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]] or the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Feats: Cannot take feats within the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; sub-category (except for [[Bazooka Arm]]).&lt;br /&gt;
* Profession: Cannot also be a Dreadnought.&lt;br /&gt;
* Cannot utilize Techniques or Profession Talents if in Power Armor.&lt;br /&gt;
* Armor with a speed penalty gives a negative change when using Helix Strains.&lt;br /&gt;
:* -5 Speed causes a 10% chance of failure, -10 Speed causes a 20% chance of failure, Halve Speed causes a 40% chance of failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;NOTE: The Helix Warrior must choose either the Titan and the Path of Strength or Oracle and the Path of Wisdom.&lt;br /&gt;
&lt;br /&gt;
; Genetic Enhancement&lt;br /&gt;
: At levels &#039;&#039;&#039;1st, 3rd, 5th, 7th, and 9th&#039;&#039;&#039;, your specialized training or mutagenic triggers unlock a new evolutionary advantage. Each time you gain this bonus, choose one of the following:&lt;br /&gt;
:* &#039;&#039;&#039;Helix Strain&#039;&#039;&#039;: Learn one &amp;quot;Trick&amp;quot; from the [[Techniques#Helix_Strains|Helix Strains]] list. You must still meet any prerequisites for the Strain.&lt;br /&gt;
:* &#039;&#039;&#039;Mutation Points&#039;&#039;&#039;: You gain &#039;&#039;&#039;2 Mutation Points (MP)&#039;&#039;&#039;. These points can be spent immediately or saved to acquire mutations from the [[Mutations]] list, following standard mutation rules.&lt;br /&gt;
&lt;br /&gt;
; Martial Artist&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, your unarmed strikes are considered lethal. You deal unarmed damage as per the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] rules, but you can, if desirable, replace the Dexterity Modifier with Wisdom when calculating Weapon Damage Die. You can add your Wisdom or Strength modifier (based on your Path) to the damage total.&lt;br /&gt;
&lt;br /&gt;
; Darkvision&lt;br /&gt;
: You can see in near total darkness out to 60 feet (black-and-white only). The range improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If your species already possesses Darkvision, increase the range by 30ft at each interval.&lt;br /&gt;
&lt;br /&gt;
; Haul&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, your Strength is considered 4 points higher for the purpose of determining carrying capacity.&lt;br /&gt;
&lt;br /&gt;
; Light Sleeper&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you remain alert even while resting. Your Passive Perception is unaffected by sleep, and you may make active [[Perception]] checks while asleep without penalty.&lt;br /&gt;
&lt;br /&gt;
; Combat Expertise&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain one [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique]] of your choice. You gain another at &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
; Flurry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, you can unleash a rapid succession of strikes. If you use a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; with unarmed strikes or while dual wielding light melee weapons without having used a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; this turn, you gain a second Standard Attack. If this second attack is successful, you may take an additional standard &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039; for an off-hand attack (if applicable).&lt;br /&gt;
&lt;br /&gt;
; Survivor&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, your body can push through the impossible. Once per day, when rolling a saving throw, you may roll with Luck. This increases to twice per day at Character level 12 and three times at level 18.&lt;br /&gt;
&lt;br /&gt;
; Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; to Initiative. Additionally, you gain an Advantage Die on Dexterity saving throws if you are not currently in combat. You may add your Strength or Wisdom mod (based on your Path) to the Dexterity Saving throws both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
; Superior Conditioning&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; shake off adverse conditions. When affected by a duration-based condition (e.g., Stunned, Shaken, Nauseated), the duration is halved. If the duration is only 1 round, you ignore the effect entirely. This can be done 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&lt;br /&gt;
; Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you ignore the &#039;&#039;&#039;Clunky&#039;&#039;&#039; attribute of any weapon provided it was given based on the weapon&#039;s weight. Your unarmed strikes damage die is calculated as if your Strength score was +2.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Path Choice ===&lt;br /&gt;
At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you must choose the direction of your genetic enhancement.&lt;br /&gt;
&lt;br /&gt;
==== Titan (Path of Strength) ====&lt;br /&gt;
&lt;br /&gt;
Upon becoming a Helix Warrior Titan gain the [[Intimidate]] (Str/Cha) as a Favored Skill.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Overwhelming Might&lt;br /&gt;
: Your muscles are engineered for maximum output. When you use a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; with a melee weapon or unarmed strike, you deal additional damage equal to 1/2 your Helix Warrior level.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Brute Force (Standard Move Enhancement)&lt;br /&gt;
: When you perform a &#039;&#039;&#039;Standard Combat Technique Action&#039;&#039;&#039; (Charge, Tackle, or Overrun), you gain an Advantage Die on the Technique check as well as damage. If successful earn a &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Colossal Impact&lt;br /&gt;
: Once per encounter, you can focus your entire physical strength into a single blow. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Your next melee attack this turn deals damage equal to if all die rolled for damage were maxed (this ignores exploding effects) and is considered [[Damage_Types_and_Attributes#Double_Types|Kinetic-Kinetic]]. If the attack is a Critical Hit, the target must succeed on a Constitution DC12 + Amount the AC was beaten by or be &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== Oracle (Path of Wisdom) ====&lt;br /&gt;
&lt;br /&gt;
Upon becoming a Helix Warrior, an Oracle gains the [[Sense Motive]] (Wis) as a Favored Skill.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Tactical Foresight&lt;br /&gt;
: Your genetically enhanced mind processes combat data at an accelerated rate. Allies, including yourself, within 30ft + 5ft per WIS Mod gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to saving throws as you provide real-time tactical callouts. If the Helix Warrior chooses to Fight Defensively as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; this also provides a +1 to AC for themselves and their allies.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Guiding Hand&lt;br /&gt;
: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; you can optimize the movements of your squad. One ally within 30ft +5ft per WIS Mod may immediately perform a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; (e.g., Draw Weapon, 5ft step) out of turn. This does not count against their actions on their own turn. This can be done 1 + Wisdom Mod per day, but only once per encounter.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Flawless Anticipation&lt;br /&gt;
: Your genetically perfected reflexes allow you to read muscle twitches and eye movements, anticipating enemy strikes before they land. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Free Action (Once per encounter).&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: For the duration of the encounter, you gain a special reaction called &#039;&#039;&#039;&amp;quot;Intervene&amp;quot;&#039;&#039;&#039;. Whenever an ally within 30ft + 5ft per WIS Mod is targeted by an attack, you may use your reaction to either:&lt;br /&gt;
: a) Move up to your speed to intercept the attack. You become the target, but you gain Damage Reduction (DR) equal to your Wisdom Modifier against this attack.&lt;br /&gt;
: b) Move up to the enemy (if in range) and perform a Bonus Attack Action.&lt;br /&gt;
: This response can happen even outside your Combat group.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Training || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Expert Splicer || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They were second to none. Except for the Cryous. Their rivalry came to a head in The Great Warring Years. The Cryous had created a new masterful set of implants to empower their soldiers. This helped take away the Lepidona&#039;s ground troop superiority. In response, the Lepidonians developed a suit/cybernetic implant combo in hopes of outdoing their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit, and nowadays, people who use them are called Shield Splicers.&lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked, and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war, the suits are sometimes outlawed. Many mercenary groups, pirates, thugs, and other more criminal groups employ wearers of such suits. Since work is hard to buy if you dedicate a portion of your life to wearing a suit half, the galaxy has outlawed most Shield Splicers, who don&#039;t have a choice. And thus a stereotype was born.&lt;br /&gt;
&lt;br /&gt;
To curb the lousy rapport, newer, more defensive versions of the suit were made. With the suit becoming more prevalent on the outskirts of space, many isolated locations began using them to defend themselves. Monasteries had their monks devote time to learning the art as a means of defense.&lt;br /&gt;
&lt;br /&gt;
Choose the Shield Splicer if you want a character who can manipulate invisible fields of force to either protect allies defensively or crush enemies in a nearly invisible clutch of high-intensity force.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution (Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ with Wis score of 12+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Con score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Profession: Cannot also be an Electro-Mancer.&lt;br /&gt;
* Gear: Cannot wear Power Armor.&lt;br /&gt;
* Armor with a speed penalty gives a negative change when using Techniques.&lt;br /&gt;
:* -5 Speed causes a 10% chance of failure, -10 Speed causes a 20% chance of failure, Halve Speed causes a 40% chance of failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), Craft [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ] (Int), Choose Any One [[Knowledge]] (Int), [[Survival]] (Wis), [[Medical]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their &#039;&#039;&#039;Constitution&#039;&#039;&#039; ability to perform [[Techniques#Shield_Splicer_Techniques|Techniques]].&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; Self Shielded&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you can imbue yourself with a barrier that provides temporary health. You gain &#039;&#039;&#039;Temporary HP&#039;&#039;&#039; equal to your Shield Splicer level + (2 * Wisdom Modifier). This lasts for 1 hour + 30 Minutes per Wisdom Modifier.&lt;br /&gt;
: Requires a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; to activate. Can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
; Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are uniquely attuned to the resonance of energy fields. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on &#039;&#039;&#039;Passive Perception&#039;&#039;&#039; and active Perception checks for detecting any shielded object, cloaked unit, or force field within 60ft. When applying Advantage to Passive Perception, take 1/2 of the total possible roll value, rounding down.&lt;br /&gt;
&lt;br /&gt;
; Shield Splicer Path Talent&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Splicer must choose between the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; (Constitution) or &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; (Wisdom) paths. Once chosen, they earn their first Path Talent. They earn more at all even levels, &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, and lastly &#039;&#039;&#039;10th&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Combat Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain a bonus feat from anything with the Tactical Feat category, representing your focus before mastering shield manipulation.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from the &#039;&#039;&#039;Utility&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039; categories.&lt;br /&gt;
&lt;br /&gt;
; Disrupt Shield&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can target an external force field with a mental spike of energy.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Range&#039;&#039;&#039;: 60ft + 5ft per Constitution Modifier.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Roll a Constitution check DC 15. You deal damage directly to an enemy&#039;s Power Armor, Force Field, or shield system. Following the [[Item Damage]] rules. The Item/Object gains a Battle Scare for every 2 points the DC is beaten.&lt;br /&gt;
: &#039;&#039;&#039;Fatigue&#039;&#039;&#039;: If you use this ability, you must succeed an opposing Constitution save DC15 + Battle Scare Damage dealt become &#039;&#039;&#039;Fatigued&#039;&#039;&#039;. You cannot perform this action while already Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
; Expert Splicer&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your constant exposure to force fields has made you more resilient. You gain a permanent &#039;&#039;&#039;+1 bonus to AC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer Path Choices ===&lt;br /&gt;
&lt;br /&gt;
==== Path of the Shield Wielder (Constitution) ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Kinetic Force, Ranged Damage, and Physical Disruption.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Shield Attack&lt;br /&gt;
: You mold a force field into a small concentrated sphere to cause damage at range. This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Ranged, 100ft).&lt;br /&gt;
: &#039;&#039;&#039;Damage&#039;&#039;&#039;: 1d6 + Constitution Modifier (Kinetic-Kinetic). &lt;br /&gt;
: You use Dexterity to aim, but Constitution Modifier for the damage bonus. This attack counts as using a &amp;quot;Natural Ranged Weapon&amp;quot; for proficiency bonuses, extra damage, off-handed weapon, and Bonus Actions.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Kinetic Shunt&lt;br /&gt;
: You learn to add a powerful shove to your kinetic strikes. When you land a successful melee or ranged attack, you gain the choice of a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; to shunt the target. The target must succeed on a Strength save DC15 + Con Mod or be pushed 10ft away from you. If the target is unable to move, ie a wall behind them, then take 1d4 damage instead.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Focused Shield Attack&lt;br /&gt;
: Your kinetic spheres become more stable. Range increases to 150ft + 10ft per Constitution Modifier. and damage increases to &#039;&#039;&#039;1d8 + Constitution Modifier (AP 2)&#039;&#039;&#039;. Additionally, you do not take Disadvantage when making a Shield Attack against an enemy within your melee threat range.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Energy Redirection&lt;br /&gt;
: Your shields can &amp;quot;catch&amp;quot; and return hostile energy.&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039;: While a shield controlled by you, through Talents or Techniques, is hit with damage that deals Kinetic, Electric, or Thermal damage. You can sacrifice a Simple/Bonus Action on your next turn to attempt to absorb some of the damage.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Roll a Constitution check against the attacker&#039;s accuracy. If you win, you take half damage and gain bonus damage that can be applied to any Shield based damage dealing Technique, or to the Character&#039;s Shield Attack, or on a Melee Weapon that the Character is actively holding. This bonus damage adds +1d6 + (1 per every 4 points of damage you take) damage of the type you just absorbed.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Master Shield Wielder&lt;br /&gt;
: Your kinetic strike reaches its ultimate form. Range increases to 200ft + 20ft per Constitution Modifier, damage increases to &#039;&#039;&#039;1d10 + Constitution Modifier (AP 4)&#039;&#039;&#039;, and the Player can choose between &#039;&#039;&#039;Critical Range increase +1&#039;&#039;&#039; or &#039;&#039;&#039;x3 Critical Multiplier&#039;&#039;&#039;.&lt;br /&gt;
: Additionally, once per day, you may choose too &amp;quot;Expand&amp;quot; a Technique (doubling its range or duration).&lt;br /&gt;
&lt;br /&gt;
==== Path of the Shield Defender (Wisdom) ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Ally Protection, Damage Absorption, and Battlefield Control.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Selfless Shield&lt;br /&gt;
: You can manifest your barriers around others. You can use your &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; feature on an ally within 30ft + 5ft per Wisdom Mod as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. This however only lasts during combat. It can be used once per combat and doens&#039;t count against the Self Shield use.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Substitution&lt;br /&gt;
: You can weave your own vitality into an ally&#039;s defense. When an adjacent ally or an ally under your &#039;&#039;&#039;Selfless Shield&#039;&#039;&#039; is hit, you may choose to absorb half of the damage result onto yourself. When this is done you loose your next turns &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Your Constitution Mod acts as DR for this specific instance of damage, but no other DR (from armor or items) applies.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Improved Force Wall&lt;br /&gt;
: You have mastered the construction of static barriers. You haven&#039;t chosen to learn &#039;&#039;&#039;Force Wall&#039;&#039;&#039;; you automatically learn it, even if at the max allowed. You can perform the &#039;&#039;&#039;Force Wall&#039;&#039;&#039; technique as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. If you perform it as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, the wall&#039;s height and length are doubled, and it gains +2 DR. At Shield Splicer level 8 DR goes to +4 and duration is 1d6 + 2 turns.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Tactical Phasing&lt;br /&gt;
: You can briefly &amp;quot;phase&amp;quot; an ally&#039;s shield to help them reposition. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: One ally within range gains partial concealment (enemies take a Disadvantage Die to hit them) for 1 round. While phased, the ally&#039;s movement does not trigger &#039;&#039;&#039;Tactical Opportunities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Healing Chamber&lt;br /&gt;
: You warp a protective, airtight shield around a target (Range: Touch) that is flooded with concentrated healing gas. You can target yourself or choose to envelop both yourself and the adjacent target to split the healing bonus.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: For 1d4 rounds, the target is immune to toxins and gains &#039;&#039;&#039;Regeneration&#039;&#039;&#039; (recovering HP equal to their Hit Die + your Wisdom Modifier at the Counter Phase of combat). This consumes a Medical Kit or a concentrated Healing Concoction. If you choose to share this bubble with the target, then each rolls for the total healing but halves the total, rounding up.&lt;br /&gt;
d up.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Space Marine&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Military Training Course, Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training), Military Training Course&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Advanced Tactics&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Course&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Military Training Course, Military School (Elite Training)&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Veteran’s Grit&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military Training Course, Void Legionnaire&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the military&#039;s finest. They serve as the backbone to any Empire, Corporation, or Religious institution&#039;s firm outstretched hand. They are not just required when waging war in space but also for keeping the peace and ensuring stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing their services where an otherwise outstretched army cannot effectively hold. Others are loyal only to one faction and serve them relentlessly.&lt;br /&gt;
&lt;br /&gt;
No matter who they serve, Space Marines are talented at all things combat in space. Whether in spaceship battles, close-quarters combat, Zero-G, or extra G, Space Marines have the talent and guts to get it done. It may not be clean... in fact, it&#039;s certainly gonna get messy, but Marines wouldn&#039;t have it any other way.&lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all-around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fastest path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]] or [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Space Marine, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Strength &lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Military School&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;4th&#039;&#039;&#039;, and &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine can pick a Bonus Feat from the whole Tactical category.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine excels at squad-based fire. If the Space Marine attacks a target that at least one other teammate in the same Combat Group (i.e., Vanguard or Rearguard) is also attacking, the Space Marine gains an Advantage Die on their accuracy check.&lt;br /&gt;
&lt;br /&gt;
;Military Training Courses&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level and every even level thereafter (4th, 6th, 8th, 10th), the Space Marine can select a specialized course of study from their time in the academy or the field. You cannot select the same course more than once unless specified.&lt;br /&gt;
&lt;br /&gt;
:; - Suppressing Fire:&lt;br /&gt;
:: Regardless of whether the ranged weapon supports the feature, the Space Marine can use it to perform the Suppressing Fire mode. Enemies suppressed this way take an additional -2 penalty to accuracy.&lt;br /&gt;
:; - Closing the Gap:&lt;br /&gt;
:: The Space Marine can use their Strength and Stamina to make a strategic dash. Once per encounter, as a Simple Action, move 10ft per Strength Mod. This movement does not trigger Tactical Opportunities.&lt;br /&gt;
:; - Debilitating Shot:&lt;br /&gt;
:: Once per combat, perform a ranged attack that wounds the target’s mobility, inflicting the [[Conditions#Entangled|Entangled]] condition. The target can roll a Constitution check (DC 15 + Space Marine’s Dex Mod) to ignore the effect.&lt;br /&gt;
:; - Taking the Initiative:&lt;br /&gt;
:: If the Space Marine scores a critical hit, gain an immediate second attack that acts like a Bonus Attack action. This second attack doesn&#039;t take the place of any Simple Action or other Bonus Actions that can be earned.&lt;br /&gt;
:; - Prey:&lt;br /&gt;
:: As a Standard Action, you can &#039;mark&#039; a target. You gain an additional +1d6 damage on all successful attacks against the marked target. At 10th Profession level, this increases to +2d6. Only one target can be marked at a time. The Mark is lost if the target loses visibility, is under concealment or stealth, etc. This can be taken again to change the action to a Simple Action instead of a Standard.&lt;br /&gt;
:; - Against All Odds:&lt;br /&gt;
:: While flanked or surrounded by 2 or more enemies, the Space Marine gains an Advantage on Attacks and deals +1d6 bonus damage per enemy flanking them, max 4d6.&lt;br /&gt;
:; - Breach and Clear:&lt;br /&gt;
:: When moving through a doorway or around a corner into a room with enemies, the Space Marine gains a +4 bonus to AC until the start of their next turn. Also, Standard Move Actions now not only grant a Bonus Move Action but a Bonus Attack Action as an option.&lt;br /&gt;
:; - G-Force Conditioning:&lt;br /&gt;
:: You are immune to the [[Conditions#-_Sickened|Sickened]] condition and gain an Advantage on saving throws against being [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]].&lt;br /&gt;
:; - Phalanx Doctrine:&lt;br /&gt;
:: While adjacent to an ally or utilizing cover, you gain a +1 bonus to AC. Additionally, any adjacent ally gains a +1 morale bonus to their AC as you help coordinate their positioning.&lt;br /&gt;
:; - Sidearm Specialist:&lt;br /&gt;
:: You do not take the usual Disadvantage when using a Light ranged weapon (like a pistol) while in an enemy&#039;s melee threat range. Additionally, you gain Advantage on damage with Light weapons when attacking a target within 15ft.&lt;br /&gt;
:; - Combat Demolitions:&lt;br /&gt;
:: You gain the Feat/Skill [[Demolitions]] and the Feat [[Bazooka Arm]]. If you take this training a second time, then gain the ability to pull a grenade from a quick slot as a Free Action.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Space Marine can either learn two Advanced Combat Techniques as if they took the [[Advanced Combat Techniques]] Feat twice. or they can choose to take the [[Power_Armor_Expert|Power Armor Expert]] Feat without the required Armor Proficiency requirement.&lt;br /&gt;
&lt;br /&gt;
;Advanced Tactics&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine’s understanding of the battlefield deepens. They can choose to perform a Simple or Bonus action in a different Combat Group. If they are already in the Rearguard, then they can choose to take their Simple/Bonus Action in the next round&#039;s Vanguard.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Space Marine picks one category to master: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], or [[Heavy Armor Training]]. If one of these Feats is already trained and the Player doesn&#039;t wish for other types of training, then they can take the [[Training Expert]] feat.&lt;br /&gt;
&lt;br /&gt;
;Veteran’s Grit&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Space Marine can &amp;quot;shake off&amp;quot; a condition (such as Shaken, Fatigued, or Frightened) as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; once per encounter.&lt;br /&gt;
&lt;br /&gt;
;Void Legionnaire&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, choose your legacy:&lt;br /&gt;
:; - Legion Bulwark:&lt;br /&gt;
:: Gain +3 DR (Kinetic) damage and you can no longer be knocked prone or moved against your will by any creature your size or smaller.&lt;br /&gt;
:; - Legion Sharpshooter:&lt;br /&gt;
:: Your ranged attacks ignore the first 5 points of DR and your critical range increases by 1 (e.g., 20 becomes 19-20). Max 17-20.&lt;br /&gt;
:; - Legion Commander:&lt;br /&gt;
:: All allies within 30ft of you gain a +2 morale bonus to accuracy and saving throws as long as you are conscious and not incapacitated. They also gain an additional +1 to accuracy if targeting an Enemy that has been &amp;quot;Marked&amp;quot; with the Prey ability.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Starfighter’s Discipline (Choice), Sharp Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Evasive Footwork, Do a barrel roll!, Target Lock&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Scramble, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!, Hangar Talk&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Wingman (Choice), Pilot’s Awareness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation, In-Flight Improvisation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure, Vector Thrust&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Master of the Skies (Choice)&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never genuinely prepare a Starfighter for their first combat experience. Spewed from a mothership in a blur, they see in an instant a massive onslaught of thousands of other little ships so small they are barely visible against the canvas of stars. Most do not survive this first chaotic experience. But for those who do, they become the elite—the few who can dance between debris and weapon fire with a smirk.&lt;br /&gt;
&lt;br /&gt;
Whether they are flying for a military, a corporation, or their own survival, Starfighters are defined by their reflexes and their ability to stay calm when everything around them is moving at thousands of kilometers per hour. These skills translate naturally to the ground, where the Starfighter treats the battlefield like a low-altitude dogfight, using momentum, positioning, and pure nerve to outmaneuver any opponent.&lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be a high-mobility &amp;quot;Interceptor&amp;quot; who excels in the cockpit, dominates ground movement, and has the grit to navigate the roughest spaceports in the galaxy.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Bluff]] (Cha/Int), [[Pilot]] (Dex), [[Perception]] (Wis), [[Survival]] (Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at Starfighter &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter has an advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Starfighter&#039;s &amp;quot;jump the gun&amp;quot; mentality allows them to act when others are still assessing the threat. At the start of combat, the Starfighter can roll an Initiative check against a DC15 + Enemies&#039; Initiative Score. If successful, they may perform a single Standard Action as a Surprise round just for the Starfighter. Doing so gives them a -2 AC penalty for the first round of combat as they overextend.&lt;br /&gt;
&lt;br /&gt;
;Starfighter’s Discipline (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose your primary operational focus:&lt;br /&gt;
:; A) The Ace: &lt;br /&gt;
:: You are a master in the cockpit. You gain an Advantage on accuracy checks with ship-mounted weapons and on saving throws to avoid Battle Damage. You can perform the &amp;quot;Shake, Rattle, and Roll&amp;quot; feature (Level 4) twice as often.&lt;br /&gt;
:; B) The Interceptor: &lt;br /&gt;
:: You treat ground combat like a dogfight. You gain a +5ft bonus to base speed and an Advantage on opposing Initiative checks. When moving through an enemy&#039;s square using Acrobatics, the DC is reduced by 5. Gain Advantage on the Combat Technique Overrun.&lt;br /&gt;
:; C) The Scoundrel: &lt;br /&gt;
:: You know the ins and outs of every spaceport. You gain an Advantage on [[Bluff]] and [[Stealth]] checks, when in a Spaceport, or on a Spaceship. You can use your [[Pilot]] skill in place of [[Diplomacy]] or [[Intimidate]] when dealing with spacers, mechanics, or ship merchants.&lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his elite reflexes to any vehicle he pilots, gaining an Advantage on all checks and saves made aboard. On the ground, you take no damage when successfully making a Dexterity saving throw to reduce damage from an area effect.&lt;br /&gt;
&lt;br /&gt;
;Evasive Footwork&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, your momentum is your armor. As long as you have moved at least 15ft on your turn, enemies take a Disadvantage on all accuracy checks against you until the start of your next turn. Do not gain Tactical Opportunity from moving out of an enemies melee threat range.&lt;br /&gt;
&lt;br /&gt;
;Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, as a Standard Action while piloting, the ship gains a +4 bonus to AC until your next turn. On the ground, you can use this as a Simple Action after a move to gain a +2 Dodge bonus to AC for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Target Lock&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can &amp;quot;lock on&amp;quot; to a target as a Simple Action. You gain an Advantage on all accuracy checks against that target. This lock lasts as long as you maintain line of sight. You can only have one target locked at a time.&lt;br /&gt;
&lt;br /&gt;
;Scramble&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level,  the Starfighter can choose to act in the Vanguard phase even if they are in the Rearguard, or vice versa, by spending a Simple Action to &amp;quot;Scramble.&amp;quot; This can be done a number of times per day equal to the Starfighter&#039;s Dexterity Mod.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels, the Starfighter can gain a Bonus Feat from the following categories: &#039;&#039;&#039;Utility&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, you can push engines or your own body beyond safe limits.&lt;br /&gt;
:; Ship: Increase tactical speed by +500ft per Engine Mod for 1 minute.&lt;br /&gt;
:; Ground: Increase base speed by +10ft per Dex Mod for 2 rounds.&lt;br /&gt;
: Both uses require a 1-hour &amp;quot;cool down&amp;quot; period afterward.&lt;br /&gt;
&lt;br /&gt;
;Hangar Talk&lt;br /&gt;
: Also at &#039;&#039;&#039;5th&#039;&#039;&#039; level, your reputation precedes you. You gain an Advantage on [[Sense Motive]], [[Diplomacy]] and [[Intimidate]] checks within spaceports, military installations or on other pilots or spacers. You can procure &amp;quot;restricted&amp;quot; ship parts or fuel as if it had one less Procure Difficulty.&lt;br /&gt;
&lt;br /&gt;
;Wingman (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you learn to support your flight lead (or squad mates):&lt;br /&gt;
:; A) Covering Fire: &lt;br /&gt;
:: When a Starfighter gains a Bonus Action from a Standard Move/Attack Action they can choose a Bonus Covering Fire Action. This Action can be stashed until the Starfighter&#039;s next turn. The Starfighter can use this Bonus Action out of turn if another ally is attacked; then the Starfighter can choose to use their Bonus Covering Fire Action on the attacker. As long as the Attack Accuracy Check isn&#039;t a Critical Failure, the target gains Disadvantage on their accuracy check against the ally. If it is a hit treat all hits as a Minor Hit.&lt;br /&gt;
:; B) Tactical Lead:&lt;br /&gt;
:: You can spend a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; to grant an ally in your group (Vanguard/Rearguard) an Advantage Die on their next accuracy check or skill roll. When a Starfighter&#039;s ally goes at the same time for their Standard Action in the same turn phase, IE (Vanguard/Rearguard) and they fail, instead of automatically taking that failure if the Starfighter gains a Bonus Action that turn they can sacrifice it to give an Advantage to the ally. Out of combat this acts like an automatic successful aid of another player&#039;s Skill check or Ability check/saving throw.&lt;br /&gt;
&lt;br /&gt;
;Pilot&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you gain a +2 Misc bonus to [[Perception]] and Passive Perception as well as to [[Sense Motive]] and [[Bluff]] checks.&lt;br /&gt;
&lt;br /&gt;
: When a Starfighter is in the Helm&#039;s Ship Position, that ship gets to add +2 to its Passive Sensors. &lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, your name carries weight. You get a +2 Misc bonus to [[Intimidate]] checks. When piloting a crewed ship, you can add your Dexterity modifier to the ship&#039;s Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;In-Flight Improvisation&lt;br /&gt;
: Also at &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can use your [[Pilot]] skill in place of [[Computer Use]] or [[Disable Device]] when attempting to hotwire vehicles, bypass security on hangar doors, or repair flight systems in the field.&lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can keep a dying ship or your own body functional through pure willpower. You can operate a spaceship at maximum Battle Damage for Dexterity/Charisma (Whichever is higher) Mod rounds before it explodes. On the ground, you can delay the effects of the [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]] conditions for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter learns how to rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons, the Weapons officer will need to make a successful hit for this to work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per combat.&lt;br /&gt;
&lt;br /&gt;
;Vector Thrust&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you master the art of tactical repositioning. You can switch between the Vanguard and Rearguard phases as a **Free Action** at the start of any round. Additionally, your movement no longer triggers Tactical Opportunities from enemies you have attacked this turn.&lt;br /&gt;
&lt;br /&gt;
;Master of the Skies (Level 10)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, your training is complete:&lt;br /&gt;
:; A) Ghost in the Machine (The Ace): &lt;br /&gt;
:: Once per day, you and your ship become &amp;quot;untargetable&amp;quot; by electronic sensors for 1 minute. All attacks against you have a 50% miss chance, and you gain an Advantage on all attacks.&lt;br /&gt;
:; B) Momentum Strike (The Interceptor): &lt;br /&gt;
:: Once per encounter, after moving at least 30ft, your next attack deals maximum damage and adds your total distance moved to the damage result.&lt;br /&gt;
:; C) Slipstream (The Scoundrel): &lt;br /&gt;
:: You can move through solid objects and enemy spaces as if they weren&#039;t there for 1 round. This movement does not trigger Tactical Opportunities, and you end the move with a &amp;quot;Phantom Strike&amp;quot; that automatically threatens a Critical Hit.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate, Sneak Attack +1d4 &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Swindler’s Calling (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor, Escape Artist&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Luck Perk (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Infiltration Style (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Twist Fate (Choice), Luck Perk+&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick &lt;br /&gt;
|-&lt;br /&gt;
|10th|| The Big Score (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ever meet someone where life always seems to go their way? The Swindler doesn&#039;t just rely on skill—they rely on Luck. Whether it is through an ancient technological artifact, a unique psionic resonance, or simply being at the right place at the right time, Swindlers have learned to throw themselves into &amp;quot;The Gamble,&amp;quot; cheating fate to win big.&lt;br /&gt;
&lt;br /&gt;
Choose the Swindler if you want a character who manipulates probability, excels at stealth and deception, and thrives on high-risk, high-reward scenarios.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: A Swindler Character cannot &#039;&#039;&#039;first&#039;&#039;&#039; be a Dimension Knight.&lt;br /&gt;
# Profession: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: At Swindler &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the bold. Once per day, you may re-roll one roll you have just made before the result is announced. You must take the result of the re-roll. At &#039;&#039;&#039;8th&#039;&#039;&#039; level, this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Sneak Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you deal extra &#039;&#039;&#039;1d4&#039;&#039;&#039; points of damage on successful melee or light ranged weapon attacks against an unaware or flanked opponent. This can only be done once per round. This extra damage increases to &#039;&#039;&#039;+2d4&#039;&#039;&#039; at 4th level, &#039;&#039;&#039;+3d4&#039;&#039;&#039; at 7th level, and &#039;&#039;&#039;+4d4&#039;&#039;&#039; at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Swindler’s Calling (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose your primary method of operation:&lt;br /&gt;
:; A) The Gambler: &lt;br /&gt;
:: You live for the rush. You can spend a Simple Action to &amp;quot;Raise the Stakes&amp;quot; on your next attack. Gain another Advantage Die and add it to your accuracy. However, if the attack misses, you are [[Conditions#Flat_Footed|Flat-Footed]] until the start of your next turn.&lt;br /&gt;
:; B) The Phantom:&lt;br /&gt;
:: You are a master of infiltration. You gain an Advantage on [[Acrobatics]] and [[Stealth]] checks. You no longer suffer penalties for moving at full speed while in stealth.&lt;br /&gt;
:; C) A Thousand Faces:&lt;br /&gt;
:: You gain the &#039;&#039;&#039;Thousand Faces&#039;&#039;&#039; ability, allowing you to don a convincing disguise in 1d4 minutes, or a quick and dirty disguise in 9 seconds or 3 rounds even while in combat taking up Simple Actions for 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;7th&#039;&#039;&#039; level. In combat, you gain Advantage when performing [[Techniques#Combat_Techniques|Feint]].&lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, your luck extends to your pockets. You gain an Advantage on [[Profession]] checks, [[Diplomacy]] checks for selling items, and any checks made to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials, you also gain an Advantage.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Also at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain the Feat Base Skill called [[Escape Artist]]. Gain advantage whenever attempting to escape confinement, such as ropes, chains, a force field, or a jail, provided you are not in combat. This talent is born from a long history of &amp;quot;hearing&amp;quot; about others&#039; narrow escapes—though surely you have never been caught yourself.&lt;br /&gt;
&lt;br /&gt;
;Luck Perk (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, choose how your luck manifests:&lt;br /&gt;
:; A) Lucky Strike: &lt;br /&gt;
:: Choose either +1 to the critical range of your weapons (max 17-20) or +1 to your weapon&#039;s critical multiplier (max x5).&lt;br /&gt;
:::; Critical Chance Increase:&lt;br /&gt;
:::: Once per combat, they can benefit from a +1 to the critical range of their weapons. A weapon&#039;s critical range cannot go above 17-20 with this ability. The Swindler benefits from +1 critical range on every attack in a round of combat until he or she does a Critical.&lt;br /&gt;
:::; Critical Damage Increase:&lt;br /&gt;
:::: Once per combat, if the Swindler performs a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase, this only counts for the first time in combat, the Swindler does a critical unless the Swindler chooses to ignore the bonus. This cannot make a critical multiplier go higher than 5x.&lt;br /&gt;
:; B) Loaded Dice: &lt;br /&gt;
:: Once per day, you can declare a roll to be &amp;quot;Rigged.&amp;quot; Treat any natural roll of 1–5 on the d20 as a 10. At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Swindler can do this twice a day. If the Swindler chooses, they can do this more than their level allows, but each time they do, they become [[Conditions#-_Fatigued|Fatigued]]. If they are already Winded, Fatigued, or [[Conditions#-_Exhausted|Exhausted]], then they cannot do this.&lt;br /&gt;
:; C) Second Chance: &lt;br /&gt;
:: When you use `Cheat Fate`, any Advantage Die that is re-rolled is treated as [[Advantage#Luck|Lucky]]. If it was a disadvantage, take the lower of the two numbers to subtract. The Swindler can now Cheat Fate twice per day, and at &#039;&#039;&#039;8th&#039;&#039;&#039; level, this can be used 3 times per day.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you can affect another target&#039;s roll within 45ft (+5ft per Cha Mod). This requires a Standard Action, and this can be done both on the Swindler&#039;s turn or out. They forfeit their next turn&#039;s Standard Action if done out of Phase. IE: If the Swindler is in the Vanguard, they can perform this action in the Rearguard even if they already acted, but next turn they lose the Standard Action. If targeting an enemy combatant, the Swindler must first declare their intent before the GM declares the result of the target&#039;s action. Roll your Advantage Die twice and either add or subtract the result from the target&#039;s d20 roll. This can be used a number of times equal to your Charisma Mod per day.&lt;br /&gt;
&lt;br /&gt;
: If out of combat, the Swindler can use this to adjust the check or saving throw of a target.&lt;br /&gt;
&lt;br /&gt;
;Infiltration Style (Level 7 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you refine your movement:&lt;br /&gt;
:; A) Timely Stride: &lt;br /&gt;
:: You gain +10ft of base speed and can no longer be caught [[Conditions#Flat_Footed|Flat-Footed]] during a surprise round.&lt;br /&gt;
:; B) Slip the Cuffs: &lt;br /&gt;
:: You can move through an enemy&#039;s square without triggering a &#039;&#039;&#039;Tactical Opportunity&#039;&#039;&#039;. If you end your move adjacent to an ally, you can swap places with them as a &#039;&#039;&#039;Free Action&#039;&#039;&#039;.&lt;br /&gt;
:; C) Hidden in Plain Sight: &lt;br /&gt;
:: (Requires A Thousand Faces) You can use the [[Stealth]] skill even while being observed, provided you are within 10ft of a crowd or cover. Your &amp;quot;Quick and Dirty&amp;quot; disguise now takes only 1 round (3 seconds).&lt;br /&gt;
&lt;br /&gt;
;Twist Fate (Level 8 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you learn to manipulate the luck of everyone around you. Choose one of the following:&lt;br /&gt;
:; A) Stolen Luck: &lt;br /&gt;
:: Once per day, when an enemy within 60ft rolls a natural 20 on an accuracy check or saving throw, you can &amp;quot;steal&amp;quot; it. Their roll becomes a natural 1 instead. You store that natural 20 and can use it to replace any d20 roll you or an ally makes within the next hour.&lt;br /&gt;
:; B) Probability Ripple: &lt;br /&gt;
:: As a Standard Action, you emit a 20ft field of chaotic probability for 1 minute. All allies within the field gain [[Advantage#Luck|Luck]], and all enemies are [[Advantage#Luck|Unlucky]]. This can be used once per day.&lt;br /&gt;
&lt;br /&gt;
;Luck Perk+&lt;br /&gt;
: Also at &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can either pick a second choice from the &#039;&#039;&#039;Luck Perk&#039;&#039;&#039; list or upgrade your existing choice:&lt;br /&gt;
:; Lucky Strike+: &lt;br /&gt;
:: Gain the other benefit (Critical Range or Critical Multiplier) that you did not pick at level 4.&lt;br /&gt;
:; Loaded Dice+: &lt;br /&gt;
:: You can now use &#039;&#039;&#039;Loaded Dice&#039;&#039;&#039; to treat any natural d20 roll of 1-10 as a 12.&lt;br /&gt;
:; Second Chance+:&lt;br /&gt;
:: When you use `Cheat Fate`, you may now treat the d20 as a Lucky roll ie: roll twice and take the better result.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if you are at or below 10% health (round down) , you can teleport up to 120ft (+10ft per Cha Mod) as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; (or as a response out of turn, forfeiting your next round). As a free action the Player can roll [[Stealth]]. This concludes your turn.&lt;br /&gt;
&lt;br /&gt;
;The Big Score (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, you achieve ultimate mastery:&lt;br /&gt;
:; A) Double or Nothing (The Gambler): &lt;br /&gt;
:: You are the master of the high-stakes play. When you succeed on an accuracy check or skill check, you can choose to &amp;quot;Double the Bet&amp;quot; by rolling again. If you succeed a second time, the effect is tripled (triple damage, or automatic success on the next related task). However, if the second roll is a failure, the original action fails, you take damage equal to half what you would have dealt (or fail the task spectacularly), and you are [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; B) Ghost Walk (The Phantom): &lt;br /&gt;
:: You can step between the folds of reality. As a Standard Action, you become partially ethereal for 1 minute. During this time, you can move through solid matter (up to 10ft thick) and gain a +4 bonus to AC as attacks pass through your shifting form. You can end this effect early as a Free Action to make a &amp;quot;Phantom Strike,&amp;quot; which deals maximum damage and counts as a Sneak Attack even if the target is not flanked or unaware. This ability can be used once per day.&lt;br /&gt;
:; C) Grand Delusion (A Thousand Faces): &lt;br /&gt;
:: You can weave lies so potent they warp reality for those who hear them.&lt;br /&gt;
::: &#039;&#039;&#039;In Combat:&#039;&#039;&#039; Spend a Standard Action to perform a &amp;quot;Massive Con.&amp;quot; All enemies within 30ft must make a Wisdom Save (DC 15 + Cha Mod) or become [[Conditions#Confused|Confused]] for 1d4 rounds.&lt;br /&gt;
::: &#039;&#039;&#039;Out of Combat:&#039;&#039;&#039; You can perfectly impersonate any individual you have observed for at least 1 minute, including their voice, mannerisms, and biometric patterns. Additionally, you can &amp;quot;Gaslight&amp;quot; an NPC by talking to them for 5 minutes (DC 20 Diplomacy/Bluff). If successful, they will believe a single logical falsehood you present as absolute truth for 24 hours, regardless of prior knowledge.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! Profession Level !! Core Features !! Path Feature (Cybernaut or Robotic Savant)&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Technocant || Path Choice, Initial Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tech Hoarder || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || - || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Technophile || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Robotic Vulnerability || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Virtual Houdini || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Build Prototype || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Machine Intuition || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Greater Vulnerability || Path Feature &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was April&#039;s homework and last test scores. A large red square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get April&#039;s attention. He failed. April&#039;s eyes were fixed on the workbench before her. A small spattering of electronics mixed with wires, duck tape, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However, she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seem ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, and this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be an Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear, you must have other interests besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that, she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know, but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month than that teacher was in 10 years.&lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots, and the like than other biological counterparts. It often starts with collecting robotic, cybernetic, and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for their aptitude to solve everyday problems Technosavants are found mainly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers, they communicate in a language of techno jargon often made up on the fly.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: The Technosavant cannot also be a Xenophile Character Profession. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma-based checks/saves even if another Profession allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Technosavant’s favored skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant)&lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Savant&lt;br /&gt;
: At Technosavant&#039;s first level, the Player must choose between being a Technosavant Cybernaut or a Technosavant Robotic Savant. This choice determines your specialized Path Features.&lt;br /&gt;
:* &#039;&#039;&#039;Cybernaut&#039;&#039;&#039;: Focuses on improving themselves by becoming more digital and robotic, mastering the art of the Cyborg.&lt;br /&gt;
:* &#039;&#039;&#039;Robotic Savant&#039;&#039;&#039;: Focuses on making and controlling robots, adventuring alongside their own MARS creations.&lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at Technosavant &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a jargon-riddled dialect called Technocant. You gain the Language Technocant for free at Rank 1. Additionally, you can speak and decipher machine logs. As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can &amp;quot;ping&amp;quot; any electronic system within 30ft +5ft per Wisdom Mod to identify hidden cameras, sensors, or data ports. This grants an Advantage Die on your next [[Computer_Use|Computer Use]] or [[Disable Device]] check against that system.&lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you gain the [[Salvage]] feat. Furthermore, you can scavenge spare parts from a disabled machine or robot in 1 round (Standard Action). This grants you &amp;quot;Scrap Units.&amp;quot; You can spend a Scrap Unit as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; to grant yourself an Advantage Die on any Craft or Repair check made in the field.&lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, identifying unfamiliar technology or alien artifacts is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; for you. If you successfully identify an enemy&#039;s active gear (Power Armor, Shields, or Robots) during combat, you can relay its &amp;quot;Critical Fault&amp;quot; to your allies. All allies in your combat group (Vanguard or Rearguard) gain an Advantage Die on their next attack against that target.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Proficiency Tree&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you know exactly where to strike a machine&#039;s servos. When attacking a robot or cyborg, your &#039;&#039;&#039;Extra Damage threshold is reduced by 1&#039;&#039;&#039;. Additionally, you deal +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. You also gain an advantage bonus on grapple checks against robots, enabling you to deactivate them more efficiently using the [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can perform small wonders with a computer. You can &amp;quot;Hack&amp;quot; an enemy electronic device (weapon, armor, or robot) within 30ft + 5ft per Int Mod as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Roll an Intelligence check (DC 15 + Tech Level). On a success, you force a &amp;quot;Glitch&amp;quot;: a weapon jams, power armor locks (reducing speed to 0), or a robot loses its next Standard Action. You also gain a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can &amp;quot;Field-Rig&amp;quot; a one-use gadget from the General Equipment list (Tech Level 2 or lower) in 1 minute using scrap parts. This gadget functions perfectly for one encounter before falling apart. Additionally, you can repair and craft Mechanic or Electrical items of any Tech Level, though the Craft check DCs for any item above your current Tech Level is increased by +5 per tech level.&lt;br /&gt;
&lt;br /&gt;
;Machine Intuition&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your technical mastery reaches its peak. Your Advantage Die level for all [[Computer_Use|Computer Use]], [[Disable Device]], and [[Craft]] checks increases by 2 (max Level 20).&lt;br /&gt;
: In combat, when attacking a machine target (robot, cyborg, or mechanical structure), your Advantage Die level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier which is higher.&lt;br /&gt;
: &#039;&#039;&#039;Synergy&#039;&#039;&#039;: This bonus applies to attacks made by your integrated cybernetic weapons or your MARS companions.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, your strikes bypass machine resilience. You ignore the first 1 + (Wis or Int mod, whichever is higher) points of Damage Reduction (DR) on any robot or cyborg. Additionally, you now gain +2d6 whenever attacking a Robotic system and double advantage to grapple checks. If you successfully grapple a robot, you can choose to &amp;quot;Hard-Shutdown&amp;quot; the unit as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, disabling it instantly.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut Path Features ====&lt;br /&gt;
:; Level 1: Framework Integration&lt;br /&gt;
:: You gain the [[Cyborg Novice]] feat and must pick a flaw as per the [[Cybernetics]] rules. You receive a Tech 2 Framework with default power and slots. You can perform surgery on yourself to install or repair your own implants with a successful Intelligence check (DC 15). This doesn&#039;t include the initial installation of the Framework, that still requires someone qualified to perform Surgery on the Technosavant.&lt;br /&gt;
&lt;br /&gt;
:; Level 3: Cybermancer&lt;br /&gt;
:: Your mastery of cybernetic construction allows you to work with extreme efficiency. Build and repair time for cybernetic attachments is halved. You gain +1 Power to your Framework. And choose one implant to take up 1 less Slot (minimum 1)&lt;br /&gt;
&lt;br /&gt;
:; Level 5: Bio-Digital Sync&lt;br /&gt;
:: You gain the [[Cyborg Enthusiast]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Competent]]. Cost and Time of Crafting work for Cybernetic is reduced by 25%.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Neuro-Interface&lt;br /&gt;
:: Your neural pathways are optimized for high-speed combat data. You can use your Intelligence or Wisdom (Player must make a choice at level 7) modifier in place of Dexterity for Armor Class and Dexterity-based saving throws while in combat.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Bio-Digital Sync Plus&lt;br /&gt;
:: You gain the [[Cyborg Competent]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Expert]]. Can now uptech Cybernetic implants (not Framework) by 1 Tech Level (max 4) regardless of requirements.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Machine Perfection&lt;br /&gt;
:: You have achieved a perfect union of flesh and steel. You no longer suffer the Electrical Weakness common to cyborgs. Once per encounter, you can ignore the penalty of one of your Detractors for a number of rounds equal to 1 + your Intelligence or Wisdom modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
==== Robotic Savant Path Features ====&lt;br /&gt;
:; Level 1: Robotic Friend&lt;br /&gt;
:: Gain the Feat [[Companionship]]. However, this feat applies to the Character level and only for other companions. At level 1 Robotic Savant, you gain access to a &#039;&#039;&#039;Multi-purpose Adventuring Robot System&#039;&#039;&#039; or MARS as a companion. This robotic companion advances directly with the level of the Character. Rules for customization are on the [[Hero Companions]] page. A Technosavant can only link with one MARS companion at a time.&lt;br /&gt;
&lt;br /&gt;
:; Level 3: Robomancer&lt;br /&gt;
:: Build and repair time for robots and robotic components is halved. The material costs are reduced by 25%. You can repair your Robot in combat as a Standard Action. Follow the Medical skill check rules for repairing/restoring HP to the robotic companion, but use Craft Mechanics or Craft Electrical skill instead of Medical.&lt;br /&gt;
&lt;br /&gt;
:; Level 5: Technique Integration&lt;br /&gt;
:: You can integrate one &amp;quot;Utility&amp;quot; gadget at your current Tech Level or lower into your MARS companion. The MARS can activate this device as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Advanced MARS Surgeon&lt;br /&gt;
:: Your specialized knowledge allows you to perform combat repairs on any robot or vehicle with Advantage. Additionally, your MARS gains a +2 AC bonus while within 30ft + 5ft per Int or Wis Mod of you as you remotely optimize its defensive subroutines.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Robotic Synergy&lt;br /&gt;
:: You and your MARS work well as a team. Either the Technosavant or the MARS companion can act in a different combat group, thus splitting the actions of the two. IE: The MARS companion can act in the Vanguard while the Technosavant acts in the Rearguard.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Hunting Style (Choice)&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Study Target, Uncanny Stealth&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow (Choice), &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness, &amp;lt;br /&amp;gt;Professional Reputation (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Advanced Tracking (Choice), &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Focus on Target &amp;lt;br /&amp;gt; Tactical Maneuver (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Strike&lt;br /&gt;
|-&lt;br /&gt;
|10th|| The Final Catch (Choice), &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Whether it&#039;s looking for a missing child or finding a killer on the loose, the Tracer is dedicated to it. Tracers are more than just Bounty Hunters. The universe is a big and dangerous place, and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Tracers also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revel in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a character who excels at hunting fugitives, locating missing persons, or uncovering hidden threats across the vastness of space.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Intimidate]] (Cha/Str), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int), [[Survival]] (Wis), [[Perception]] (Wis).&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: At Tracer &#039;&#039;&#039;1st&#039;&#039;&#039; level, you can &#039;mark&#039; a target with a successful Standard Attack Action. This can be done with any ranged weapon you are proficient with, or with a melee touch attack. This mark lasts a number of rounds equal to 1d4 + 1/2 Tracer&#039;s Level. This provides a &#039;&#039;&#039;+1d4&#039;&#039;&#039; damage to the total damage done to a &#039;marked&#039; target. Once marked, a target stays marked until you attack a new target. Only one target can be marked at any one time. This bonus damage is not affected by criticals but is affected by DR.&lt;br /&gt;
: The extra damage increases to &#039;&#039;&#039;+2d4&#039;&#039;&#039; at 4th level, &#039;&#039;&#039;+3d4&#039;&#039;&#039; at 7th level, and &#039;&#039;&#039;+4d4&#039;&#039;&#039; at 10th level.&lt;br /&gt;
: A Tracer can also choose to use a **Tracking Mark** instead of a damage bonus marker. This is useful for out-of-combat situations. The Marker emits a difficult-to-detect signal that a Tracer can easily follow with a Scanner device they have tuned specifically to their mark. Range is 1km per Tracer level. The tracking lasts for 24 hours + 4 hours per Tracer level.&lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you gain an Advantage on [[Knowledge]] Checks, [[Perception]] checks, [[Diplomacy]] checks, and [[Intimidate]] checks when used to Gather Information on the whereabouts of a target.&lt;br /&gt;
&lt;br /&gt;
;Hunting Style (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, define your approach to the hunt:&lt;br /&gt;
:; A) The Manhunter (Enforcer): &lt;br /&gt;
:: You specialize in bringing them back alive. Gain Advantage on [[Grapple]] checks and once out-of-combat [[Medical]] checks to **Stabilize** characters. You can choose to deal non-lethal damage with any weapon without the usual penalty.&lt;br /&gt;
:; B) The Predator (Ghost): &lt;br /&gt;
:: You are the unseen hunter. Gain Advantage on [[Stealth]] checks. If you attack while in stealth or against an unaware target, you can choose to have the &#039;&#039;&#039;Tracers Mark&#039;&#039;&#039; deal half damage in exchange for being a &amp;quot;Subtle Mark.&amp;quot; The target must roll an opposing Perception check with Disadvantage; if they fail, they do not realize they have been marked.&lt;br /&gt;
:; C) The Bloodhound (Analyst): &lt;br /&gt;
:: You hunt through data and deduction. Gain Advantage on [[Computer_Use|Computer Use]] and [[Sense_Motive|Sense Motive]]. You can share the benefits of your &#039;&#039;&#039;Study Target&#039;&#039;&#039; with one ally within 30ft.&lt;br /&gt;
&lt;br /&gt;
;Study Target&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can study an enemy as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Roll an Intelligence check (DC 15). If successful, gain an Advantage on accuracy checks against that target for a number of rounds equal to your Intelligence Modifier. You can only do this once per target.&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, this action becomes a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Uncanny Stealth&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain a +1 Misc bonus to [[Stealth]] checks. You no longer suffer the penalty on [[Stealth#Moving_While_Stealthed|Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, your strikes hinder your prey:&lt;br /&gt;
:; A) Paralyzing Toxin: &lt;br /&gt;
:: (Requires Manhunter) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; B) Vitals Strike: &lt;br /&gt;
:: (Requires Predator) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Sickened|Sickened]] for 1d4 rounds.&lt;br /&gt;
:; C) Systems Spike: &lt;br /&gt;
:: (Requires Bloodhound) Your attack disrupts electronic systems. If the target is a robot, vehicle, or has cybernetics, they must roll a Constitution Save (DC 15 + Int Mod) or be [[Conditions#-_Dazed|Dazed]] for 1d4 rounds. You can use the [[Computer Use]] skill (DC 15 out of combat, DC 20 in combat) to cause system overloads that deal non-lethal electrical damage to a person operating the target electronics.&lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain Advantage on [[Survival]] skill checks to track. You can perform [[Survival]] skill checks even while in combat as a Free Action. You can provide your [[Survival]] bonuses to the &#039;Scan&#039; feature of a spaceship you operate.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, or &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, if `Study Target` is active, you can roll an Intelligence check (DC 25) when landing a successful hit. If successful, gain an additional &#039;&#039;&#039;Xd4&#039;&#039;&#039; bonus damage (X = 1 + 1 for every 5 you beat the DC) until the end of combat. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Professional Reputation (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, choose how your fame grows:&lt;br /&gt;
:; A) Intimidating Presence: &lt;br /&gt;
:: You are known and feared. Gain a +1 Misc bonus to [[Intimidate]] and +1 Rank to the [[Profession]] skill.&lt;br /&gt;
:; B) Technical Savant: &lt;br /&gt;
:: You are known for your gear. Gain a +1 Misc bonus to [[Computer_Use|Computer Use]] and [[Disable Device]]. Earn a Skill point that must be spent on a &#039;&#039;&#039;Craft&#039;&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
;Advanced Tracking (Level 7 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, your marking becomes more advanced:&lt;br /&gt;
:; A) Homing Mark: &lt;br /&gt;
:: Your `Tracers Mark` now provides an Advantage to all allies within 30ft + 5ft per Wisdom/Intelligence mod (whichever is higher) on accuracy checks against the target.&lt;br /&gt;
:; B) Persistent Mark: &lt;br /&gt;
:: You can maintain two `Tracers Marks` simultaneously. Marks now last twice as long in or out of combat.&lt;br /&gt;
:; C) Distracting Mark: &lt;br /&gt;
:: The mark emits a high-frequency pulse or visual interference that disrupts the target&#039;s focus. The target takes a Disadvantage on all accuracy checks and saving throws while the mark is active.&lt;br /&gt;
&lt;br /&gt;
;Focus on Target&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer gains a Bonus Attack Action against the target of the &#039;&#039;&#039;Study Target&#039;&#039;&#039; ability and/or the &#039;&#039;&#039;Tracer&#039;s Mark&#039;&#039;&#039; regardless of the Standard Action taken, as long as the Action doesn&#039;t specify it doesn&#039;t allow Bonus Actions or Simple actions.&lt;br /&gt;
&lt;br /&gt;
;Tactical Maneuver (Level 8 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can fire specialized ammunition designed to be distracting. The damage of the weapon is reduced by one die level. You must craft the ammo beforehand with a Craft (Chemical, Electronic, or Structural) skill check; the crafting succeeds automatically, but the material cost increases by 50%. This can only be used once per target:&lt;br /&gt;
:; A) Distracting Strike: &lt;br /&gt;
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or shift their attention to you for 1 round.&lt;br /&gt;
:; B) Look Away: &lt;br /&gt;
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or be considered [[Conditions#Flat Footed|Flat-Footed]] until their next turn.&lt;br /&gt;
:; C) Pressure Point: &lt;br /&gt;
:: (Melee only) Target must roll a Constitution Save (DC 15 + Int Mod + Ammo Masterwork level) or become [[Conditions#-_Paralyzed|Paralyzed]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Crippling Strike&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your critical hits (once per target, the Tracer can choose to ignore) automatically &#039;&#039;&#039;Trips&#039;&#039;&#039; the target and cause a bleed effect for &#039;&#039;&#039;1d4 + Wis/Int (whichever is higher) Mod&#039;&#039;&#039; damage (ignoring DR) for 1d6 turns.&lt;br /&gt;
&lt;br /&gt;
;The Final Catch (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, choose between one of these 3 powerful options.&lt;br /&gt;
:; A) No Escape (Manhunter): &lt;br /&gt;
:: Your base movement speed is increased by 10ft. You gain the ability to perform the [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique: Tackle]], and gain Advantage on Tackle attempts and an additional Advantage in all Grapples. You can perform Charge and Tackle techniques even in rough terrain or when the enemy has moved around a corner, provided they were in line-of-sight within the last round. When performing a Tackle or Grapple, you gain a Bonus Action to knock the target unconscious. If the target is below 50% health, you can roll a Strength check against an opposing Constitution saving throw; if the target fails by more than 7, they lose consciousness for 1d4 rounds (or until they take damage).&lt;br /&gt;
:; B) The Final Shot (Predator): &lt;br /&gt;
:: Once a &#039;&#039;&#039;Study Target&#039;&#039;&#039; is in effect, once per day you can declare a &amp;quot;Final Shot.&amp;quot; This consumes both a Simple and Standard Action. It grants an additional Advantage Die (max 3); if the attack surpasses the AC threshold by 5 or more, it is an automatic critical success. The critical damage multiplier is increased by 1 (max x5). You can choose to have this damage bring the target to 1 HP and [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] instead of killing them. If the target remains alive and conscious, they must roll a Constitution Save (DC 20 + Int Mod) or be [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; C) Total Surveillance (Bloodhound): &lt;br /&gt;
:: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you reveal the location and current [[Conditions]] of all enemies within 250ft + 25ft per Wis/Int (higher) mod. Stealthy enemies must beat a DC (15 + your highest mental mod) to remain hidden. For the rest of the encounter, all allies gain an Advantage on accuracy and damage against any enemy revealed this way. (Advantage on damage means an Advantage Die is rolled and added to the damage total).&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! Profession Level !! Core Features !! Path Feature (Xenologist or Xeno-Philotherian)&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Xenolore || Path Choice, Initial Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Quick Chemistry || Path Feature (Xeno Hunter / Treat Animal)&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Xeno Biology || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || - || Path Feature (Slicer / Xeno Training)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat || Path Feature (Xeno Resistance+)&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Quick Chemistry+ || Path Feature (Xeno Hunter+)&lt;br /&gt;
|-&lt;br /&gt;
| 7th || - || Path Feature (Xeno Defender / Bestial Synergy)&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Renowned || Path Feature (Philotherian: Xeno Training+)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Biological Intuition || Path Feature (Anatomy Expert / Telepathic Bond)&lt;br /&gt;
|-&lt;br /&gt;
| 10th || - || Path Feature (Alien Insights / Two of a Kind)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It can be hard learning a new culture. Even harder if it&#039;s from an Alien species and civilization. Some, however, love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those who study the physiology, psychology, culture, and technology of other species. But for most Xenophiles, it&#039;s a life choice. To them, there is no greater joy than furthering science by the discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually, this interest, and even love, for other species doesn&#039;t bestow any special kinship with them. However, in rare cases, it can. Some alien creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments.&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum, some Xenophiles attempt to be more detached from their subjects to remain as objective and scientific as possible.&lt;br /&gt;
&lt;br /&gt;
In either case, Xenophiles are usually found on newly discovered planets that harbor life. If not, they are in civilization showcasing their newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile Profession if you want a Character to know the abilities, strengths, and weaknesses of various xenomorphs and even have a pet alien! &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Xenophile’s Profession skills are as follows: Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ] (Int), [[Diplomacy]] (Cha/Wis), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int), [[Survival]] (Wis), [[Medical]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Xenologist or Xeno-Philotherian&lt;br /&gt;
: At Xenophile first level, the Xenophile must choose between the Xenologist path or the Xeno-Philotherian path.&lt;br /&gt;
:* &#039;&#039;&#039;Xenologist&#039;&#039;&#039;: You choose to be more detached from your studies. You learn from observing alien creatures in their natural habitats and studying their biology to hunt them or defend against them.&lt;br /&gt;
:* &#039;&#039;&#039;Xeno-Philotherian&#039;&#039;&#039;: You form a special bond with an alien creature, training and studying it to learn more about its species through a deep, personal connection.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At Xenophile &#039;&#039;&#039;1st&#039;&#039;&#039; level, identifying the characteristics, special attacks, or vulnerabilities of a xenomorph is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Roll a Knowledge or Study check (DC 8 + xenomorph’s Hit Dice). Success allows you to unlock a fact. For every 4 points you exceed the DC, you learn another piece of information. Successfully identifying a creature&#039;s weakness grants you an Advantage Die on accuracy checks or saving throws against the target for a number of rounds equal to 1 + your Wisdom or Charisma modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you reduce the brewing time of general chemicals and pharmaceuticals by half and the cost of materials by 25%.&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you reduce the brewing time of masterworked chemical concoctions by half and gain a reduction for the DC check equal to your Wisdom or Charisma Modifier.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can craft experimental, unstable concoctions using local materials (DC 12 Survival check to gather supplies in the wild; this takes 20 min). These concoctions last for 24 hours. You can prepare 1 + 1/2 Xenophile level (round up) per day. Administering a concoction to yourself is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;; administering to an ally or animal is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Xenophile gets a free Bonus Feat from: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, your published work on alien species garners attention from Xeno Biologists around the galaxy. You gain +2 to your [[Profession]] rank. You gain an Advantage on [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when interacting with fellow Scientists or Xeno-hobbyists. You can also procure &amp;quot;Live Samples&amp;quot; or rare biochemicals at -1 Procure Difficulty.&lt;br /&gt;
&lt;br /&gt;
;Biological Intuition&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your understanding of organic life is unparalleled. Your Advantage Die level for all [[Medical]], [[Survival]], and [[Knowledge]] checks increases by 2 (max Level 20). &lt;br /&gt;
: In combat, when attacking an organic target, your Advantage Die Level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
=== Xenologist Path Features ===&lt;br /&gt;
&lt;br /&gt;
:; Level 1: Xeno Resistance&lt;br /&gt;
:: You gain a +1 bonus on saving throws to resist the Techniques, Talents, or special attacks from alien monsters. This increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:; Level 2: Xeno Hunter&lt;br /&gt;
:: You gain a +1 Misc bonus to [[Survival]]. You also deal +1 damage per attack to any alien monster or non-sentient alien creature. This increases to +2 Misc / +3 damage at 6th level.&lt;br /&gt;
&lt;br /&gt;
:; Level 4: Xeno Biology Study&lt;br /&gt;
:: Gain the [[Slicer]] Feat regardless of requirements. Gain Advantage on [[Study]] checks when learning to craft a Gen Slicing concoction. (If Character already has [[Slicer]], earn a Rank in either Craft Pharmaceuticals or Craft Chemicals, Player choice).&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Xeno Defender&lt;br /&gt;
:: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you share tactical insights with your team. Allies within 30ft + 5ft per Wis or Cha Modifier of you who can hear you gain +2 AC / +1 DR against attacks from an alien target the Xenophile has studied with the &#039;&#039;&#039;Xenolore&#039;&#039;&#039; feature. You can do this a number of times per day equal to your Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Alien Anatomy Expert&lt;br /&gt;
:: You deal +1 + Wis/Cha Modifier additional damage on every successful hit against organic creatures you have studied with &#039;&#039;&#039;Xenolore&#039;&#039;&#039;. Furthermore, your critical hits against them apply the Bleeding condition (1d6 damage for 3 rounds).&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Alien Insights&lt;br /&gt;
:: Once per combat, you can confuse a target as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. The target takes Disadvantage on all attacks and saving throws for 1d6 turns (Wis save DC 15 + 1/2 Xenophile level negates). At level 10, your Xeno Defender bonus also increases to +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
=== Xeno-Philotherian Path Features ===&lt;br /&gt;
&lt;br /&gt;
:; Level 1: Xeno Imprinting &amp;amp; Handle Animal&lt;br /&gt;
:: You gain both the [[Companionship]] and [[Improved Companionship]] feat and your first level 1 alien companion. This alien animal companion can level up with the Xenophile instead of 1/2 Character level. However, the Xenophile does this by imprinting themselves with their new youngling animal. This can only be done with one companion at a time. You gain the [[Handle Animal]] Feat/Skill. You can domesticate an animal or teach tricks (DC 10 + CR + size mod).&lt;br /&gt;
&lt;br /&gt;
:; Level 2: Treat Animal&lt;br /&gt;
:: You can perform [[Medical]] on your imprinted creature with Advantage. At &#039;&#039;&#039;level 6&#039;&#039;&#039;, this becomes a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:; Level 4: Xeno Training&lt;br /&gt;
:: You can teach your animal a new Trick or Animal Feat (Player choice). This can be done again at **level 8**.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Bestial Synergy&lt;br /&gt;
:: You and your companion work in perfect harmony. Either you or your companion can choose to act in the Vanguard while the other acts in the Rearguard, splitting your actions across the turn groups.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Telepathic Bond&lt;br /&gt;
:: You can perceive through your companion&#039;s senses as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Your bond is so deep that your &#039;&#039;&#039;Treat Animal&#039;&#039;&#039; feature now allows you to heal your companion as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; once per combat. You also gain an Advantage Die on accuracy checks against targets your companion is currently adjacent to.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Two of a Kind&lt;br /&gt;
:: The Animal companion now benefits from the effects of the Xenolore Profession ability. Also, any concoctions made with Xeno Biology can be specially crafted for just your animal companion. If so, reduce the DC by 5 and the cost by 50%. Your Animal Companion can always know how to find you and can track you down with a DC5 check and vice-versa.&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Character Professions==&lt;br /&gt;
Multi-Classing is different in Future Path. Firstly, a Character&#039;s Path is that Character&#039;s Level, and there is no Multi-Pathing. A Path is similar to but &#039;&#039;&#039;not&#039;&#039;&#039; a Profession.&lt;br /&gt;
&lt;br /&gt;
If you level up your Character from level 4 to 5 and happen to also be a level 3 Starfighter, then you can add another level in your Starfighter class, or if you want to MultiClass and add 1 level off Tracer or any other Character Class that your Character meets the requirements for. This means you will have to sacrifice taking a new level in Starfighter. So in the end, you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances their Character, they will want to take more than one class type. Character Professions are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Character Class and then use their remaining Character levels to take levels in another Character Class. Some may want to level up two Professions back and forth to have an even number of levels in both Professions. There are also Prestige classes that are designed to continue along a more specific path, usually combining two Character Professions together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing a Character Profession:&lt;br /&gt;
# Players may only pick talents from whatever Professions they have gained a new level.&lt;br /&gt;
# The character gains no bonus for having Professions with the same Profession skill.&lt;br /&gt;
# Restrictions always apply. If one Profession restricts a feature provided by another Profession, then the Player can still take that Profession, just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a Profession. In this case, you cannot take the restricted Profession)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advanced/Prestige Classes as possible by the requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12088</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12088"/>
		<updated>2026-08-30T04:39:10Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Picking an Occupation */&lt;/p&gt;
&lt;hr /&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
&lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
&lt;br /&gt;
The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): The Initiative box is located in the &amp;quot;Attributes&amp;quot; section on page one, near the top right. In the digital view and on printed paper, it is abbreviated to &amp;quot;INIT&amp;quot;.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): The Skills section is a large part of page one. It can be found directly below the &amp;quot;Ability Themes&amp;quot; section to the left. The Skills list has multiple columns: one checkbox to denote Favored, Skill Name, Skill Type tag (Natural/Unatural/Rank Dependent), Ranks, Rank Die, Key Ability Mod, and Misc Mod. Special Skills like Language and Feat-based skills are in another section below that titled: &amp;quot;Feat Based &amp;amp; Skill Like Abilities&amp;quot;&lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by your Character Level.&lt;br /&gt;
&lt;br /&gt;
=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Talents that come from your Character&#039;s Profession can be recorded in the &amp;quot;Character Professions &amp;amp; Talents&amp;quot; section usually found on page two.&lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Feats have a section for themselves titled &amp;quot;Feats&amp;quot; and usually can be found on page two.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): At the buttom of page one is a section titled: &amp;quot;Wealth / Credits &amp;amp; Experience&amp;quot;. Here the Player can record the Wealth, credit score, and experience points the Character has.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
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Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, in the &amp;quot;Speed&amp;quot; section to the right-hand side below the &amp;quot;AC&amp;quot; or &amp;quot;Armor Stats&amp;quot; section, there are two text fields for &amp;quot;Combat Speed&amp;quot;. Combat Speed refers to the speed of the Character while they are wearing Armor. The first is the Feat, while the second is the number of squares. It is 1 square for every 5ft.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12087</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12087"/>
		<updated>2026-08-30T04:35:55Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
&lt;br /&gt;
=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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&lt;br /&gt;
== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
&lt;br /&gt;
; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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&lt;br /&gt;
; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
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Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): The Initiative box is located in the &amp;quot;Attributes&amp;quot; section on page one, near the top right. In the digital view and on printed paper, it is abbreviated to &amp;quot;INIT&amp;quot;.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): The Skills section is a large part of page one. It can be found directly below the &amp;quot;Ability Themes&amp;quot; section to the left. The Skills list has multiple columns: one checkbox to denote Favored, Skill Name, Skill Type tag (Natural/Unatural/Rank Dependent), Ranks, Rank Die, Key Ability Mod, and Misc Mod. Special Skills like Language and Feat-based skills are in another section below that titled: &amp;quot;Feat Based &amp;amp; Skill Like Abilities&amp;quot;&lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by your Character Level.&lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Talents that come from your Character&#039;s Profession can be recorded in the &amp;quot;Character Professions &amp;amp; Talents&amp;quot; section usually found on page two.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Feats have a section for themselves titled &amp;quot;Feats&amp;quot; and usually can be found on page two.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12086</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12086"/>
		<updated>2026-08-30T04:35:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Talents */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
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== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
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Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
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Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
&lt;br /&gt;
As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): The Initiative box is located in the &amp;quot;Attributes&amp;quot; section on page one, near the top right. In the digital view and on printed paper, it is abbreviated to &amp;quot;INIT&amp;quot;.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): The Skills section is a large part of page one. It can be found directly below the &amp;quot;Ability Themes&amp;quot; section to the left. The Skills list has multiple columns: one checkbox to denote Favored, Skill Name, Skill Type tag (Natural/Unatural/Rank Dependent), Ranks, Rank Die, Key Ability Mod, and Misc Mod. Special Skills like Language and Feat-based skills are in another section below that titled: &amp;quot;Feat Based &amp;amp; Skill Like Abilities&amp;quot;&lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by your Character Level.&lt;br /&gt;
&lt;br /&gt;
=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Talents that come from your Character&#039;s Profession can be recorded in the &amp;quot;Character Professions &amp;amp; Talents&amp;quot; section usually found on page two.&lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12085</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12085"/>
		<updated>2026-08-30T04:34:10Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Skills */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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&lt;br /&gt;
More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
&lt;br /&gt;
=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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&lt;br /&gt;
== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
&lt;br /&gt;
; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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&lt;br /&gt;
; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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&lt;br /&gt;
; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
&lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
&lt;br /&gt;
The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
&lt;br /&gt;
As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): The Initiative box is located in the &amp;quot;Attributes&amp;quot; section on page one, near the top right. In the digital view and on printed paper, it is abbreviated to &amp;quot;INIT&amp;quot;.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): The Skills section is a large part of page one. It can be found directly below the &amp;quot;Ability Themes&amp;quot; section to the left. The Skills list has multiple columns: one checkbox to denote Favored, Skill Name, Skill Type tag (Natural/Unatural/Rank Dependent), Ranks, Rank Die, Key Ability Mod, and Misc Mod. Special Skills like Language and Feat-based skills are in another section below that titled: &amp;quot;Feat Based &amp;amp; Skill Like Abilities&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by your Character Level.&lt;br /&gt;
&lt;br /&gt;
=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12084</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12084"/>
		<updated>2026-08-30T04:29:52Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Initiative */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): The Initiative box is located in the &amp;quot;Attributes&amp;quot; section on page one, near the top right. In the digital view and on printed paper, it is abbreviated to &amp;quot;INIT&amp;quot;.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12083</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12083"/>
		<updated>2026-08-30T04:28:26Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Passive Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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&lt;br /&gt;
=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
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It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
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This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
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[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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|}&lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
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Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &amp;quot;PASS. PERC.&amp;quot; field within the &amp;quot;Attributes&amp;quot; section on page one near the top right.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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&lt;br /&gt;
== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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&lt;br /&gt;
The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12082</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12082"/>
		<updated>2026-08-30T04:19:40Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Calculating Health */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
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Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
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Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
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[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
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Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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|}&lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. For more on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top in the &amp;quot;Health &amp;amp; Injury&amp;quot; section. A player can record both their Hit Die and their current HP (Hit Points).&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
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An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
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=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
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Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12081</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12081"/>
		<updated>2026-08-30T04:17:55Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Ability Themes */&lt;/p&gt;
&lt;hr /&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The &amp;quot;Ability Theme&amp;quot; section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Character Identity&amp;quot; section. Each Ability has a Score and a Modifier.&lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12080</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12080"/>
		<updated>2026-08-30T04:16:03Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Choose A Species */&lt;/p&gt;
&lt;hr /&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one. Also on page two, there is a section for &amp;quot;Species Traits&amp;quot; that can be used to record down the special things this Character gains from being that particular species. &lt;br /&gt;
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&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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&lt;br /&gt;
=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
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It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
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This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
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* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
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[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
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Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
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Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12079</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12079"/>
		<updated>2026-08-30T04:14:49Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Choose A Path */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
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# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
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== Summary ==&lt;br /&gt;
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Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
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:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
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Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
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Consider asking yourself a few questions:&lt;br /&gt;
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# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
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Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one.&lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
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Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
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It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
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This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
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* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top of page one, in the &amp;quot;Character Identity&amp;quot; section. In the digital version, it is a drop-down menu with the option to write a custom Path. Next to the Character Path section is a Level box. This is the Character/Path Level.&lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
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[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. This can be recorded in the &amp;quot;Attributes&amp;quot; section, which is to the right side of the Character Sheet near the top of page one. Directly below the &amp;quot;Character Identity&amp;quot; section.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
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All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox left of the Ability Theme Name. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
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Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, in the &amp;quot;Health &amp;amp; Injury&amp;quot;. In here there are several boxes to record things like Hit Die, Max HP, Current HP, Temp HP and so on.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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Editing Character Sheet: On page two, there is a section titled &amp;quot;Path Talents.&amp;quot; This is where one could record specific features they gain from their Path.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
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;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
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| Low Fantasy||10&lt;br /&gt;
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| Standard Fantasy||15&lt;br /&gt;
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| High Fantasy||20&lt;br /&gt;
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| Epic Fantasy||25&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
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During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
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;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
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Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
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The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
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Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
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===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
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Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
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An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
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;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
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You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
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For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
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For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
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=== AC ===&lt;br /&gt;
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[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
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Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
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Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
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|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
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! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
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| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12078</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12078"/>
		<updated>2026-08-30T04:09:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Proficiency Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
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# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
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== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
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If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one.&lt;br /&gt;
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=== Size and Speed ===&lt;br /&gt;
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Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Armor&amp;quot; section, to the right of the Character Sheet on page one. &lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;Weapons&amp;quot; section, which is to the right of the Character Sheet on page one. There are two rows of checkboxes, one for Melee and the other for Ranged.&lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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Editing Character Sheet: This is in the header of the &amp;quot;Power Armor&amp;quot; section, on Page 3 or 4. It may be toggled off, making it invisible in the Digital Character Sheet and not showing up on prints. The toggle is usually located in the page header for Page 3 or Page 4.&lt;br /&gt;
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; Item Crafting Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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Editing Character Sheet: This is located in the header of the &amp;quot;General Equipment&amp;quot; section, which is to the right of the Character Sheet on page two. Sometimes this can be moved down to page three.&lt;br /&gt;
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&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
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Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12077</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12077"/>
		<updated>2026-08-30T04:04:03Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Choose A Species */&lt;/p&gt;
&lt;hr /&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet in the &amp;quot;Character Identity&amp;quot; section at the top of page one.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
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Editing Character Sheet: Size is found in the &amp;quot;Character Identity&amp;quot; section at the top of page one. While Speed is its own section to the right-hand side of page one, directly below the &amp;quot;AC&amp;quot; section.&lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
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Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page in the &amp;quot;Attributes&amp;quot; section as part of the Attributes Header.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
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It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet: Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page.&lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
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This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
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; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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Editing Character Sheet: This is located on the first page near the top, just below the &#039;SPEED&#039; section and &#039;Character Description and Background&#039; box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character&#039;s Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they&#039;re associated with.&lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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; Item Use Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
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The choices, in summary, are as follows:&lt;br /&gt;
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* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
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* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
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* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
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[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
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Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
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Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
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| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
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The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12076</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=12076"/>
		<updated>2026-08-30T03:59:18Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* A Character Idea */&lt;/p&gt;
&lt;hr /&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet:&lt;br /&gt;
:* PDF Download [https://drive.google.com/uc?export=download&amp;amp;id=1XIHL_SI5Pztp2e0mPfxnk-RnD5fiCfqv here]! &lt;br /&gt;
:* Digital [https://api.d20futurepath.com/v1/character_sheet here]!&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
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Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, in the &amp;quot;Character Identity section. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Gender&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet below the &#039;Character Class and Levels&#039; section, which is directly below the &#039;Character Name&#039; at the top right corner of the first page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species Base Walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Walk at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Walk speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise. &#039;Combat&#039; Speed refers to &#039;Run&#039; Speed while wearing Armor. Some Armor can change this Speed. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: Size is found at the top of the first page, right after the &#039;Species&#039; box and before the &#039;Gender&#039; box. Further below that section, past the &#039;DR&#039; boxes, is the section dedicated to Speed. There, you can record your tactical movement speeds. &lt;br /&gt;
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&lt;br /&gt;
=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page under the large box titled &#039;Character Description and Background&#039;. All Proficiencies are denoted with boxes that are checked off to indicate what Tech Level the Character understands.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
&lt;br /&gt;
=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet:  Homeworld is located at the top of the first page, to the right of the &#039;Character Path/Level and Professions&#039; section, or directly below the &#039;Player&#039; section. While Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page. Are all on the same row, one after another, in order after the Species and Size boxes. Below these boxes is a large box for &#039;Character Description and Background.&#039; This is a good place to provide a short extra explanation of appearance. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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Editing Character Sheet: This is located on the first page near the top, just below the &#039;SPEED&#039; section and &#039;Character Description and Background&#039; box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character&#039;s Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they&#039;re associated with.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
&lt;br /&gt;
; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
&lt;br /&gt;
; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
&lt;br /&gt;
; Item Use Proficiency Levels: This always starts out at zero.&lt;br /&gt;
&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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&lt;br /&gt;
=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are &#039;&#039;&#039;15, 14, 13, 12, 10, 8&#039;&#039;&#039;. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
&lt;br /&gt;
The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is 8 + 1/2 Ranks in Perception skill (round up) + Wisdom Modifier&lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. &lt;br /&gt;
&lt;br /&gt;
;Note regarding making a Character above level 1: If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income. As they level up, they should gain levels in a Character Profession, which adds more Ranks to the [[Profession]] skill-like ability. This increases the Credit rating. Also for every level after level 1 when leveling up, gain ISK equal to their Budget amount noted in the &#039;&#039;&#039;Credit Score to Load and Budget amount&#039;&#039;&#039; located in the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
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Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Starter_Characters&amp;diff=12075</id>
		<title>Starter Characters</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Starter_Characters&amp;diff=12075"/>
		<updated>2026-08-30T03:47:01Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Starter Character Sheets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are Characters and their corresponding Character Sheets pre-filled. &lt;br /&gt;
&lt;br /&gt;
== Why use Starter/Premade Character Sheets? ==&lt;br /&gt;
&lt;br /&gt;
# If you want to get things started quickly. &lt;br /&gt;
# If you are unsure of how to build a Character but want to start playing the game. You don&#039;t need to learn everything all at once, so why not skip the Character creation step?&lt;br /&gt;
# If you are the GM and you wish to provide some starter options to players to help ease them into game play. &lt;br /&gt;
&lt;br /&gt;
== How to use Starter/Premade Character Sheets? ==&lt;br /&gt;
&lt;br /&gt;
* Feel free to make your own edits. These are not official or set in stone. Change the name, or some starter items, etc... &lt;br /&gt;
* When leveling, there is no need to follow the advice provided. That advice is simply there to help guide new players, and it&#039;s not a requirement or rule.&lt;br /&gt;
* Note that the PDFs provided are form-fillable just like the standard PDF. Feel free to edit it before printing.&lt;br /&gt;
&lt;br /&gt;
== Starter vs Premade ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starters&#039;&#039;&#039; all start at level 1. They provide some advice on choices during the first couple of levels. &lt;br /&gt;
* &#039;&#039;&#039;Premade&#039;&#039;&#039; start at any level. And provide little or no guidance on leveling choices. &lt;br /&gt;
&lt;br /&gt;
== Starter Character Sheets ==&lt;br /&gt;
&lt;br /&gt;
All Starter Character Sheet PDFs can be found [https://drive.google.com/drive/folders/1eqFXB_IR13JuNxr94YBN7LwRhD8hIJs8?usp=drive_link here].&lt;br /&gt;
&lt;br /&gt;
[[File:Beckett_Kane_Human.jpg |link=https://drive.google.com/file/d/1FJoyEZd_yyXfK4AwItLeT9n__AsIy0zg/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Beckett Kane (Human/Strong Hero): [https://api.d20futurepath.com/v1/character_sheet?id=beckett_kane Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=beckett_kane_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1FJoyEZd_yyXfK4AwItLeT9n__AsIy0zg/view?usp=drive_link PDF Character Sheet]. [[Species#Humans|Human]], adult male of asian decent, ex-military, late thirties. A veteran of corporate border skirmishes in the Sol System, Beckett served as a heavy infantry contractor during the corporate wars of Mars. After his PMC unit was quietly decommissioned, he found himself stranded in fringe space with a warfighting resume that few civilian employers want to touch. Pragmatic, quiet, and weary, he drifts from space station to space station, taking whatever security, escort, or heavy muscle work comes his way, hoping to earn enough credits to keep his gear maintained and find a reliable crew. He has a broad, battle-hardened build, short brown hair, hazel eyes, and jagged scars along his jaw and forearm—silent reminders of a war nobody won.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Marara_Sylavan_Volar.jpg |link=https://drive.google.com/file/d/1jU_Ek0eCR_gJpgDWhpICn-QEoZHCpgvE/view?usp=sharing |border|right|703px]]&lt;br /&gt;
;Marara Sylavan (Volar/Dedicated Hero): [https://api.d20futurepath.com/v1/character_sheet?id=marara_sylavan Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=marara_sylavan_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1jU_Ek0eCR_gJpgDWhpICn-QEoZHCpgvE/view?usp=sharing PDF Character Sheet]. [[Species#Volar|Volar]], adult xenobiologist. Born on the Mother Planet Volar, Marara completed its studies at the Botanical Institute of Victar before setting out into the Great Ring. Driven by a deep spiritual and scientific curiosity, she travels the galaxy as a field researcher studying rare plant fungal, and exotic bio-ecosystems—hoping one day to document living legends like the sentient planet [[Tygerion]] or the fungal hive-mind of the [[Xrototaxian]]. It is fiercely protective of natural planetary environments against corporate exploitation. It has pale green skin speckled with dark red age-spots, deep sea-blue eyes, and lush, leaf-like foliage crowning her head and shoulders, concealing a small dormant bud at her crown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Cxaz_Grayling.jpg |link=https://drive.google.com/file/d/1bHWcU6QdfPksOXwrSgJjOaolLYkfu6Um/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Cxaz (Grayling/Smart Hero): [https://api.d20futurepath.com/v1/character_sheet?id=cxaz Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=cxaz_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1bHWcU6QdfPksOXwrSgJjOaolLYkfu6Um/view?usp=drive_link PDF Character Sheet]. [[Species#Graelycxazshngs_(aka_Graylings)|Grayling]], young adult male engineer. Growing up on the arid homeworld of Cxazshngs, Cxaz was expected to follow family tradition and enter the prestigious cloning research guilds of Curvilinea Prime. However, he possessed a restless, hands-on mechanical curiosity that theoretical labs could never satisfy. Preferring grease, wire-splicing, and field improvisations over pristine academic suites, he boarded an outward-bound freighter to explore the wider galaxy. Inquisitive, quick-thinking, and eager to tinker with foreign alien technology, Cxaz is a gifted technician who views every broken starship system as an exciting puzzle. Standing just 3&#039;2&amp;quot; tall with a light frame, he has smooth grey skin, prominent dark eyes, and intricate, brightly colored geometric tattoos dyed into his scalp, neck, and arms—a traditional practice of his people that he wears with pride.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zexia_Dune-Strider_Lepidonain.jpg |link=https://drive.google.com/file/d/1ekicOeuBXLYrV_Ys5P-KAOPz1fGrV3Pf/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Zexia Dune-Strider (Lepidonain/Fast Hero): [https://api.d20futurepath.com/v1/character_sheet?id=zexia_dune_strider Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=zexia_dune_strider_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1ekicOeuBXLYrV_Ys5P-KAOPz1fGrV3Pf/view?usp=drive_link PDF Character Sheet] [[Species#Lepidonains|Lepidonain]], adult female. A middle-aged woman from Lepidonain&#039;s homeworld of Lepidon Prime. Her family name, the Dune-Striders, is an ancient one. Her family, however, has fallen out of favor as the Lepidonain Empire struggles in the modern era. She aims to fix both these issues and believes the solution must come from somewhere out in the cosmos.  She looks like a typical female Lepidonain but with vivid green eyes that show deep thinking and a vicious fighter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Viperis_Adyssen_Cryous.jpg |link=https://drive.google.com/file/d/1FkyvOlOrEp9y-TnNljVN9Yp0HWcR-nWq/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Viperis Abyssen (Cryous/Tough Hero): [https://api.d20futurepath.com/v1/character_sheet?id=viperis_abyssen Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=viperis_abyssen_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1FkyvOlOrEp9y-TnNljVN9Yp0HWcR-nWq/view?usp=drive_link PDF Character Sheet] [[Species#Cryous|Cryous]], adult female. She has worked hard, but has gained nothing. Her family is a military family. She joined for that reason, and found it lacking. She tried for different jobs, but most felt unfulfilling, and her parents saw her as directionless and, in her mind, a disappointment. To avoid them and to seek some meaning, she has left her homeworld. She has dark blue skin, with black eyes and short fins coming from her back. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Ada_Ovex_Looks_Aconain.jpg |link=https://drive.google.com/file/d/1bv63tFDcRliviznbAoKu3vTize8lz0M3/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Ada (Ovex Name OVX-9482-Sub-1850) (Assistant Model): [https://api.d20futurepath.com/v1/character_sheet?id=ada Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=ada_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1bv63tFDcRliviznbAoKu3vTize8lz0M3/view?usp=drive_link PDF Character Sheet] [[Species#Ovex|Ovex]], Ovex Assistance Model. On a personal journey to, in the eyes of the Ovex Nexus, reach maturity. Ada, or, as the Nexus knows it, OVX-9482-Sub-1850, is exploring the known universe, posing as a common sentient biological lifeform. This Ovex chose the appearance of an Acconian female. She is well-rounded at the waist, short, with long, bright, multi colored hair. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Hobrin_Aurelius_Acconain.jpg |link=https://drive.google.com/file/d/1KLTjhcWj8Y6mqb3LaF2Iq9As22Z2_lVk/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Hobrin Aurelius (Aconians/Charismatic Hero): [https://api.d20futurepath.com/v1/character_sheet?id=hobrin_aurelius Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=hobrin_aurelius_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1KLTjhcWj8Y6mqb3LaF2Iq9As22Z2_lVk/view?usp=drive_link PDF Character Sheet] [[Species#Aconians|Aconians]] Young (for that species 45) male. Hobrin is a student in his final year of academia. His family&#039;s surname is rich and ancient. His family is made up of dignitaries and politicians, a coveted profession that Hobrin has majored in. His second major, and the one he is preparing to graduate from, is Aconians&#039; second-favorite pastime. History. He cares more deeply for this than his parents would prefer. And after having his final thesis rejected, he feels he must venture forth into the galaxy to help prove his ideas of the origins of life in this galaxy. He has dark red hair, a long beard, and bright White eyes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Kessa_Steeltooth_Murids.jpg |link=https://drive.google.com/file/d/1dSL9Ts-D08uqymj81WeJHRT2ACJ7huOO/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Kessa Steeltooth (Murids/The Freelancer): [https://api.d20futurepath.com/v1/character_sheet?id=kessa_steeltooth Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=kessa_steeltooth_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1dSL9Ts-D08uqymj81WeJHRT2ACJ7huOO/view?usp=drive_link PDF Character Sheet] [[Species#Murids|Murids]] Female. Kessa, at a young age, knew the stars called her name! She is more than excited to step out. After getting just too bored with college, she ditched her final years of schooling and hopped on the nearest ship to anywhere. That was years ago. Her only regret is missing her loving family; other than that, she continues to explore the cosmos simply for its own sake. Her ears are large and round like a mouse, with brown fur around her whole body and black beady eyes. She has tattoos along her tail and on the inside of her semi-transparent ears.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Rovak_of_High-Crest_Avisari.jpg |link=https://drive.google.com/file/d/1jZXvRkVsFDZW9Kf5S9UuKkmd_9Vo2wzN/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Rovak of High-Crest (Avisari/Charismatic Hero): [https://api.d20futurepath.com/v1/character_sheet?id=rovak_of_high_crest Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=rovak_of_high_crest_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1jZXvRkVsFDZW9Kf5S9UuKkmd_9Vo2wzN/view?usp=drive_link PDF Character Sheet] [[Species#Avisari|Avisari]] Male, Rovak, Hailing from the elite High-Crest lineage aboard the orbital shipyards of Skydock Alpha, Rovak was trained from a young age as a star-cartographer and FTL route analyst. While most of his flock preferred observing distant sector phenomena through long-range sensors, Rovak harbored a rare itch to experience outer space firsthand. Rovak left the safety of the High-Crest observatories. Now operating as a freelance long-range pilot and navigator. He hopes to one day be a captain of his own. He is a lean, light-built frame, with sleek plumage of broad lapis blue and silver accents along his wing-blades. A prominent ridge runs down his sharp beak, framing a pair of keen amber eyes. Running along his crown and neck is a crown of vibrant, iridescent gold and cobalt crest feathers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Wadj-Khepri_of_Sekhmet_Spire_Khepri.jpg |link=https://drive.google.com/file/d/1wMlyJvpgfY9IKAzVnNORBcfPDejgEaHY/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Wadj-Khepri of Sekhmet Spire (Khepri/The Freelancer): [https://api.d20futurepath.com/v1/character_sheet?id=wadj_khepri_of_sekhmet_spire Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=wadj_khepri_of_sekhmet_spire_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1wMlyJvpgfY9IKAzVnNORBcfPDejgEaHY/view?usp=drive_link PDF Character Sheet] [[Species#Khepri|Khepri]] Male. Wadj-Khepri, Freshly emerged from the maturation chambers of Sekhmet Spire, Wadj-Khepri was biologically cultivated for a single purpose: to serve as a polished, high-level trade negotiator and bio-architecture envoy. However, before he could gain any real field experience or adjust to life outside the hive, Wadj-Khepri’s Queen-Mother abruptly thrust the newly minted Administrator out into the wider galaxy on his very first assignment. To find a terraformable planet that also has people in need of help terraforming it that are willing to pay that for some reason haven&#039;t already gone to the galactic marketplace. In other words, find an easy project and negotiate it on their terms. Completely unaccustomed to the chaotic, un-hivemind behavior of non-Khepri species, Wadj-Khepri must now navigate the Great Ring alone, relying on his formal diplomatic training and sheer determination.   Belonging to the Administrator caste, Wadj-Khepri is a tall, graceful 6&#039;6&amp;quot; bipedal insectoid with a pristine, polished carapace of deep obsidian and emerald chitin. Intricate, natural gold-patterned markings adorn Wadj-Khepri&#039;s abdomen—the distinct mark of the Sekhmet Spire lineage. Broad, multi-faceted dark eyes rest above refined mandibles, complemented by expressive sensory frills along the head and neck. Two primary limbs feature fine, polished tarsal claws suited for delicate diplomatic work, accompanied by a smaller pair of upper pedipalps used for gesturing and operating high-tech datapads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Seekers_of_Stolen_Light_Chronodes.jpg |link=https://drive.google.com/file/d/1nOir51u8vpeVivwiTHErmm4A-Ew1Jyfj/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Seekers of Stolen Light (Chronodes): [https://api.d20futurepath.com/v1/character_sheet?id=seekers_of_stolen_light Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=seekers_of_stolen_light_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1nOir51u8vpeVivwiTHErmm4A-Ew1Jyfj/view?usp=drive_link PDF Character Sheet] [[Chronodes]] The five members of Seekers of Stolen Light forged their collective bond while exploring a ruined, dark-matter research station adrift near the outer rim. Deep within the wreck, the flock uncovered the glowing remnant of a shattered ancient star-core—a strange, encapsulated anomaly emitting light from a long-dead era. Fascinated by the discovery and driven by an intense corvid instinct to hoard lost wonders and shiny relics, the five minds unified under a single shared purpose: tracking down fragments of lost light-based tech and stellar artifacts hidden across the Great Ring. Seekers of Stolen Light is a unified flock unit of five crow-like avian bipeds, each standing around 1&#039;4&amp;quot; with glossy, pitch-black plumage that shimmers with an oily violet and silver sheen under starlight. They move with eerie, fluid synchronicity, often perching in formation on high ledges or walking in a tight, coordinated cluster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Starter_Characters&amp;diff=12074</id>
		<title>Starter Characters</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Starter_Characters&amp;diff=12074"/>
		<updated>2026-08-30T03:42:53Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Starter Character Sheets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are Characters and their corresponding Character Sheets pre-filled. &lt;br /&gt;
&lt;br /&gt;
== Why use Starter/Premade Character Sheets? ==&lt;br /&gt;
&lt;br /&gt;
# If you want to get things started quickly. &lt;br /&gt;
# If you are unsure of how to build a Character but want to start playing the game. You don&#039;t need to learn everything all at once, so why not skip the Character creation step?&lt;br /&gt;
# If you are the GM and you wish to provide some starter options to players to help ease them into game play. &lt;br /&gt;
&lt;br /&gt;
== How to use Starter/Premade Character Sheets? ==&lt;br /&gt;
&lt;br /&gt;
* Feel free to make your own edits. These are not official or set in stone. Change the name, or some starter items, etc... &lt;br /&gt;
* When leveling, there is no need to follow the advice provided. That advice is simply there to help guide new players, and it&#039;s not a requirement or rule.&lt;br /&gt;
* Note that the PDFs provided are form-fillable just like the standard PDF. Feel free to edit it before printing.&lt;br /&gt;
&lt;br /&gt;
== Starter vs Premade ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starters&#039;&#039;&#039; all start at level 1. They provide some advice on choices during the first couple of levels. &lt;br /&gt;
* &#039;&#039;&#039;Premade&#039;&#039;&#039; start at any level. And provide little or no guidance on leveling choices. &lt;br /&gt;
&lt;br /&gt;
== Starter Character Sheets ==&lt;br /&gt;
&lt;br /&gt;
All Starter Character Sheet PDFs can be found [https://drive.google.com/drive/folders/1eqFXB_IR13JuNxr94YBN7LwRhD8hIJs8?usp=drive_link here].&lt;br /&gt;
&lt;br /&gt;
[[File:Beckett_Kane_Human.jpg |link=https://drive.google.com/file/d/1FJoyEZd_yyXfK4AwItLeT9n__AsIy0zg/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Beckett Kane (Human/Strong Hero): [https://api.d20futurepath.com/v1/character_sheet?id=beckett_kane Digital Character Sheet]/[https://api.d20futurepath.com/v1/character_sheet?id=beckett_kane_lvl2 Level 2 Character Sheet], [https://drive.google.com/file/d/1FJoyEZd_yyXfK4AwItLeT9n__AsIy0zg/view?usp=drive_link PDF Character Sheet]. [[Species#Humans|Human]], adult male of asian decent, ex-military, late thirties. A veteran of corporate border skirmishes in the Sol System, Beckett served as a heavy infantry contractor during the corporate wars of Mars. After his PMC unit was quietly decommissioned, he found himself stranded in fringe space with a warfighting resume that few civilian employers want to touch. Pragmatic, quiet, and weary, he drifts from space station to space station, taking whatever security, escort, or heavy muscle work comes his way, hoping to earn enough credits to keep his gear maintained and find a reliable crew. He has a broad, battle-hardened build, short brown hair, hazel eyes, and jagged scars along his jaw and forearm—silent reminders of a war nobody won.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Marara_Sylavan_Volar.jpg |link=https://drive.google.com/file/d/1jU_Ek0eCR_gJpgDWhpICn-QEoZHCpgvE/view?usp=sharing |border|right|703px]]&lt;br /&gt;
;Marara Sylavan (Volar/Dedicated Hero): [https://api.d20futurepath.com/v1/character_sheet?id=marara_sylavan Digital Character Sheet], [https://drive.google.com/file/d/1jU_Ek0eCR_gJpgDWhpICn-QEoZHCpgvE/view?usp=sharing PDF Character Sheet]. [[Species#Volar|Volar]], adult xenobiologist. Born on the Mother Planet Volar, Marara completed its studies at the Botanical Institute of Victar before setting out into the Great Ring. Driven by a deep spiritual and scientific curiosity, she travels the galaxy as a field researcher studying rare plant fungal, and exotic bio-ecosystems—hoping one day to document living legends like the sentient planet [[Tygerion]] or the fungal hive-mind of the [[Xrototaxian]]. It is fiercely protective of natural planetary environments against corporate exploitation. It has pale green skin speckled with dark red age-spots, deep sea-blue eyes, and lush, leaf-like foliage crowning her head and shoulders, concealing a small dormant bud at her crown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Cxaz_Grayling.jpg |link=https://drive.google.com/file/d/1bHWcU6QdfPksOXwrSgJjOaolLYkfu6Um/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Cxaz (Grayling/Smart Hero): [https://api.d20futurepath.com/v1/character_sheet?id=cxaz Digital Character Sheet], [https://drive.google.com/file/d/1bHWcU6QdfPksOXwrSgJjOaolLYkfu6Um/view?usp=drive_link PDF Character Sheet]. [[Species#Graelycxazshngs_(aka_Graylings)|Grayling]], young adult male engineer. Growing up on the arid homeworld of Cxazshngs, Cxaz was expected to follow family tradition and enter the prestigious cloning research guilds of Curvilinea Prime. However, he possessed a restless, hands-on mechanical curiosity that theoretical labs could never satisfy. Preferring grease, wire-splicing, and field improvisations over pristine academic suites, he boarded an outward-bound freighter to explore the wider galaxy. Inquisitive, quick-thinking, and eager to tinker with foreign alien technology, Cxaz is a gifted technician who views every broken starship system as an exciting puzzle. Standing just 3&#039;2&amp;quot; tall with a light frame, he has smooth grey skin, prominent dark eyes, and intricate, brightly colored geometric tattoos dyed into his scalp, neck, and arms—a traditional practice of his people that he wears with pride.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zexia_Dune-Strider_Lepidonain.jpg |link=https://drive.google.com/file/d/1ekicOeuBXLYrV_Ys5P-KAOPz1fGrV3Pf/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Zexia Dune-Strider (Lepidonain/Fast Hero): [https://api.d20futurepath.com/v1/character_sheet?id=zexia_dune_strider Digital Character Sheet], [https://drive.google.com/file/d/1ekicOeuBXLYrV_Ys5P-KAOPz1fGrV3Pf/view?usp=drive_link PDF Character Sheet] [[Species#Lepidonains|Lepidonain]], adult female. A middle-aged woman from Lepidonain&#039;s homeworld of Lepidon Prime. Her family name, the Dune-Striders, is an ancient one. Her family, however, has fallen out of favor as the Lepidonain Empire struggles in the modern era. She aims to fix both these issues and believes the solution must come from somewhere out in the cosmos.  She looks like a typical female Lepidonain but with vivid green eyes that show deep thinking and a vicious fighter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Viperis_Adyssen_Cryous.jpg |link=https://drive.google.com/file/d/1FkyvOlOrEp9y-TnNljVN9Yp0HWcR-nWq/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Viperis Abyssen (Cryous/Tough Hero): [https://api.d20futurepath.com/v1/character_sheet?id=viperis_abyssen Digital Character Sheet], [https://drive.google.com/file/d/1FkyvOlOrEp9y-TnNljVN9Yp0HWcR-nWq/view?usp=drive_link PDF Character Sheet] [[Species#Cryous|Cryous]], adult female. She has worked hard, but has gained nothing. Her family is a military family. She joined for that reason, and found it lacking. She tried for different jobs, but most felt unfulfilling, and her parents saw her as directionless and, in her mind, a disappointment. To avoid them and to seek some meaning, she has left her homeworld. She has dark blue skin, with black eyes and short fins coming from her back. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Ada_Ovex_Looks_Aconain.jpg |link=https://drive.google.com/file/d/1bv63tFDcRliviznbAoKu3vTize8lz0M3/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Ada (Ovex Name OVX-9482-Sub-1850) (Assistant Model): [https://api.d20futurepath.com/v1/character_sheet?id=ada Digital Character Sheet], [https://drive.google.com/file/d/1bv63tFDcRliviznbAoKu3vTize8lz0M3/view?usp=drive_link PDF Character Sheet] [[Species#Ovex|Ovex]], Ovex Assistance Model. On a personal journey to, in the eyes of the Ovex Nexus, reach maturity. Ada, or, as the Nexus knows it, OVX-9482-Sub-1850, is exploring the known universe, posing as a common sentient biological lifeform. This Ovex chose the appearance of an Acconian female. She is well-rounded at the waist, short, with long, bright, multi colored hair. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Hobrin_Aurelius_Acconain.jpg |link=https://drive.google.com/file/d/1KLTjhcWj8Y6mqb3LaF2Iq9As22Z2_lVk/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Hobrin Aurelius (Aconians/Charismatic Hero): [https://api.d20futurepath.com/v1/character_sheet?id=hobrin_aurelius Digital Character Sheet], [https://drive.google.com/file/d/1KLTjhcWj8Y6mqb3LaF2Iq9As22Z2_lVk/view?usp=drive_link PDF Character Sheet] [[Species#Aconians|Aconians]] Young (for that species 45) male. Hobrin is a student in his final year of academia. His family&#039;s surname is rich and ancient. His family is made up of dignitaries and politicians, a coveted profession that Hobrin has majored in. His second major, and the one he is preparing to graduate from, is Aconians&#039; second-favorite pastime. History. He cares more deeply for this than his parents would prefer. And after having his final thesis rejected, he feels he must venture forth into the galaxy to help prove his ideas of the origins of life in this galaxy. He has dark red hair, a long beard, and bright White eyes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Kessa_Steeltooth_Murids.jpg |link=https://drive.google.com/file/d/1dSL9Ts-D08uqymj81WeJHRT2ACJ7huOO/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Kessa Steeltooth (Murids/The Freelancer): [https://api.d20futurepath.com/v1/character_sheet?id=kessa_steeltooth Digital Character Sheet], [https://drive.google.com/file/d/1dSL9Ts-D08uqymj81WeJHRT2ACJ7huOO/view?usp=drive_link PDF Character Sheet] [[Species#Murids|Murids]] Female. Kessa, at a young age, knew the stars called her name! She is more than excited to step out. After getting just too bored with college, she ditched her final years of schooling and hopped on the nearest ship to anywhere. That was years ago. Her only regret is missing her loving family; other than that, she continues to explore the cosmos simply for its own sake. Her ears are large and round like a mouse, with brown fur around her whole body and black beady eyes. She has tattoos along her tail and on the inside of her semi-transparent ears.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Rovak_of_High-Crest_Avisari.jpg |link=https://drive.google.com/file/d/1jZXvRkVsFDZW9Kf5S9UuKkmd_9Vo2wzN/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Rovak of High-Crest (Avisari/Charismatic Hero): [https://api.d20futurepath.com/v1/character_sheet?id=rovak_of_high_crest Digital Character Sheet], [https://drive.google.com/file/d/1jZXvRkVsFDZW9Kf5S9UuKkmd_9Vo2wzN/view?usp=drive_link PDF Character Sheet] [[Species#Avisari|Avisari]] Male, Rovak, Hailing from the elite High-Crest lineage aboard the orbital shipyards of Skydock Alpha, Rovak was trained from a young age as a star-cartographer and FTL route analyst. While most of his flock preferred observing distant sector phenomena through long-range sensors, Rovak harbored a rare itch to experience outer space firsthand. Rovak left the safety of the High-Crest observatories. Now operating as a freelance long-range pilot and navigator. He hopes to one day be a captain of his own. He is a lean, light-built frame, with sleek plumage of broad lapis blue and silver accents along his wing-blades. A prominent ridge runs down his sharp beak, framing a pair of keen amber eyes. Running along his crown and neck is a crown of vibrant, iridescent gold and cobalt crest feathers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Wadj-Khepri_of_Sekhmet_Spire_Khepri.jpg |link=https://drive.google.com/file/d/1wMlyJvpgfY9IKAzVnNORBcfPDejgEaHY/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Wadj-Khepri of Sekhmet Spire (Khepri/The Freelancer): [https://api.d20futurepath.com/v1/character_sheet?id=wadj_khepri_of_sekhmet_spire Digital Character Sheet], [https://drive.google.com/file/d/1wMlyJvpgfY9IKAzVnNORBcfPDejgEaHY/view?usp=drive_link PDF Character Sheet] [[Species#Khepri|Khepri]] Male. Wadj-Khepri, Freshly emerged from the maturation chambers of Sekhmet Spire, Wadj-Khepri was biologically cultivated for a single purpose: to serve as a polished, high-level trade negotiator and bio-architecture envoy. However, before he could gain any real field experience or adjust to life outside the hive, Wadj-Khepri’s Queen-Mother abruptly thrust the newly minted Administrator out into the wider galaxy on his very first assignment. To find a terraformable planet that also has people in need of help terraforming it that are willing to pay that for some reason haven&#039;t already gone to the galactic marketplace. In other words, find an easy project and negotiate it on their terms. Completely unaccustomed to the chaotic, un-hivemind behavior of non-Khepri species, Wadj-Khepri must now navigate the Great Ring alone, relying on his formal diplomatic training and sheer determination.   Belonging to the Administrator caste, Wadj-Khepri is a tall, graceful 6&#039;6&amp;quot; bipedal insectoid with a pristine, polished carapace of deep obsidian and emerald chitin. Intricate, natural gold-patterned markings adorn Wadj-Khepri&#039;s abdomen—the distinct mark of the Sekhmet Spire lineage. Broad, multi-faceted dark eyes rest above refined mandibles, complemented by expressive sensory frills along the head and neck. Two primary limbs feature fine, polished tarsal claws suited for delicate diplomatic work, accompanied by a smaller pair of upper pedipalps used for gesturing and operating high-tech datapads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Seekers_of_Stolen_Light_Chronodes.jpg |link=https://drive.google.com/file/d/1nOir51u8vpeVivwiTHErmm4A-Ew1Jyfj/view?usp=drive_link |border|right|703px]]&lt;br /&gt;
;Seekers of Stolen Light (Chronodes): [https://api.d20futurepath.com/v1/character_sheet?id=seekers_of_stolen_light Digital Character Sheet], [https://drive.google.com/file/d/1nOir51u8vpeVivwiTHErmm4A-Ew1Jyfj/view?usp=drive_link PDF Character Sheet] [[Chronodes]] The five members of Seekers of Stolen Light forged their collective bond while exploring a ruined, dark-matter research station adrift near the outer rim. Deep within the wreck, the flock uncovered the glowing remnant of a shattered ancient star-core—a strange, encapsulated anomaly emitting light from a long-dead era. Fascinated by the discovery and driven by an intense corvid instinct to hoard lost wonders and shiny relics, the five minds unified under a single shared purpose: tracking down fragments of lost light-based tech and stellar artifacts hidden across the Great Ring. Seekers of Stolen Light is a unified flock unit of five crow-like avian bipeds, each standing around 1&#039;4&amp;quot; with glossy, pitch-black plumage that shimmers with an oily violet and silver sheen under starlight. They move with eerie, fluid synchronicity, often perching in formation on high ledges or walking in a tight, coordinated cluster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12073</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12073"/>
		<updated>2026-08-29T23:06:07Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Running this PoI Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 10 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d10 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12072</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12072"/>
		<updated>2026-08-29T23:05:33Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Oasis Bio-Dome (Flavor) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 8 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12071</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12071"/>
		<updated>2026-08-29T23:04:45Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Mercenaries in Refinery Control Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12070</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12070"/>
		<updated>2026-08-29T23:03:43Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase_Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Sector 9 Cargo Bay ====&lt;br /&gt;
* These are the same as [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]]. &lt;br /&gt;
&lt;br /&gt;
==== Mercenary Commander Drake ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: He wears a small but noticeable badge indicating him as the leader of this troop and mission commander. Other than that, he looks just like the rest of the merc crew.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 18&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 4&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Tactical Shift]], [[Character_Professions#Field_Officer&#039;s_Profession_Talents|Leader of the Troops]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 4x Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability) &lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure. &lt;br /&gt;
:* &#039;&#039;&#039;Spotter&#039;&#039;&#039;:  Track an enemy&#039;s movement to guide an ally&#039;s aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round. &lt;br /&gt;
&lt;br /&gt;
==== Archon&#039;s Personal Guard ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This hard-looking male Acconain sets himself apart by wearing distinct clothing that appears to be some sort of uniform. The sigil of Vandar&#039;s House is on the armor, and a short green cape flows off the shoulders with the family symbol on the back as well. However, where there is exposed skin, there is a sign of some augmentation.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 23&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 16/Wis 14/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[Akimbo Specialist]], [[Character_Professions#Shield_Splicer|Self Shielded]] (7 Tmp HP), [[Character_Professions#Shield_Splicer|Sense Shield]], [[Character_Professions#Shield_Splicer|Selfless Shield] (7 Tmp HP), &lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics 2d2, Perception 2d2, Sense Motive 2d2, Knolwedge Culture 2d2, Intimidation 2d2, Medical 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1x Health Concation Syringe 2d8, Medical Kit +1&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Sword#Frequency_Sword|Frequency Sword]]: Accuracy: 1d20 + d2 + 2, Damage: d8 + 1 (K) x3/19-20&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Monofilament Dagger]]: Accuracy: 1d20 + d2 + 2, Damage: d2 + 2 + AP1 (K) &lt;br /&gt;
:* &#039;&#039;&#039;Range&#039;&#039;&#039;:  [[Throwing_Knife/Star#Assassins_Star|Throwing Stars]]: Accuracy: 1d20 + d2 + 2, Range 40ft, Damage: d6 + 1 (K) x3/20&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target. Range (35ft) Touch Attack Accuracy 1d20 + d2 + 1, Damage: 1d2+4&lt;br /&gt;
:* &#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. &lt;br /&gt;
:* &#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field. Weapon deals an additional 1d6 (K) for 4 rounds&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12069</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12069"/>
		<updated>2026-08-29T22:32:41Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Beltway Hab 42 (Lower Habitation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase_Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
* Mercenary combatants have the same stats as the [[#Mercenaries_in_Refinery_Control_Room|Mercenaries in Refinery Control Room]].&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12068</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12068"/>
		<updated>2026-08-29T22:31:14Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* One-Shot: A Royal Pain */&lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase_Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12067</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12067"/>
		<updated>2026-08-29T22:30:25Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Refinery Control Room (Industrial Level) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone who may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Refinery Control Room ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: These Aconians are not trying to hide their military appearance. They are in full-body tactical gear and armor, brandishing weapons that are unholstered and ready to be aimed and fired. They wear gas masks slung under their necks and a bandolier holding ammo and grenades of some fashion.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Bazooka Arm]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Grenades 1x [[Descriptions_of_Explosives#Choke-Gas_Grenade|Choke-Gase_Grenade]] and 1x [[Descriptions_of_Explosives#Rad-Cloud_Grenade|Cloud Grenade]], 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser QCB]]: Accuracy: 1d20 + d2 + 3, Damage: 1d12 (T) x3/20 (Fully Unload Ability)&lt;br /&gt;
&lt;br /&gt;
==== Kael Merc Lutieniuet ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This person, while dressed in a similar fashion to the other Mercenaries, also appears to have some electronics embedded into his body, and sometimes his movement appears faster, and a light blue flow comes from under parts of his skin.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1E&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 16/Con 12/Wis 10/Int 12/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats/Talents&#039;&#039;&#039;: [[TechniqueNovice|Technique, Novice]], [[Advanced Combat Techniques]] (Throw/Tackle), [[Character_Professions#Path_of_the_Electro_Transmutan|Electrified Movement]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: 1 Health Concation Syringe 2d8, &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (T)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser Shotgun]]: Accuracy: 1d20 + d2 + 3, Damage: Pellet 30ft (Area of Effect 30ft) Slug 900ft - 1d12 (T)&lt;br /&gt;
* &#039;&#039;&#039;Techniques&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself. &lt;br /&gt;
:* &#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning. Deals 1d8 Electric damage (5ft Radius)&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12066</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12066"/>
		<updated>2026-08-29T20:54:13Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Mercenaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries in Smugglars Den ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12065</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12065"/>
		<updated>2026-08-29T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Smuggler&amp;#039;s Den (The Underbelly) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
==== Mercenaries ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Under dirtied clocks is tactical gear tightly fitted over strong Acconian frames. On one side is a side arm and on the other is a tactical knife. They are armed for discreet close-quarters combat.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 14/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]], [[Advanced Combat Techniques]] (Throw/Tackle)&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Acrobatics 2d2, Athletics 2d2, Perception 2d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Casino Chips from the Guilded Comet Casino, and a fancy-looking keycard to one of the hotel rooms&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced_Knife#Superior_Steal_Knife|Superior Steal Knife]]: Accuracy: 1d20 + d2 + 3, Damage: d6 + 2 (K) x2/18-20&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Laser_Pistol#Tactical_Laser_Pistol|Tactical Laser Pistol]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + AP1 (E)&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12064</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12064"/>
		<updated>2026-08-29T20:24:08Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Silo 13 (Gas Silos - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12063</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12063"/>
		<updated>2026-08-29T20:23:56Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Silo 13 (Gas Silos - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Farek (Cryous Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed female Cryous Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Farek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Farek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Farek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party is off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Farek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Farek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Farek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Smuggulars ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ragged and dirted clothes cover a variety of shaped bodies. A ragtag team of different peoples working together for survival or just for money. They have plasma cutters or containers in their hands. Pistols on their sides, and gas masks hanging from their necks.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 14&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 15&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 14/Con 12/Wis 10/Int 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 2&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Point Blank Shot]]&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception 2d2, Computer Use 1d2, Stealth 2d2, Disable Deveice 2d2, Knolwedge Culture 2d2, Intimidation 2d2&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Gase Mask, Plasma Torch&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: [[Advanced Knife]]: Accuracy: 1d20 + d2 + 2, Damage: d6 + 1 (K)&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Energy Blaster]]: Accuracy: 1d20 + d2 + 4, Damage: d8 + 2 (E)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farek&#039;&#039;&#039; is a Smuggler but has a few changes to his Character.&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Serpentine &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: [[Corrosive Shotgun]]: Accuracy 1d20 + 4, Damage: 1d12 + 1 x2/19-20 (C) (It deals Chemical damage and gains &#039;Linger&#039; - 1d4 for 1d3 rounds)&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12062</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12062"/>
		<updated>2026-08-29T05:48:16Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Consulate Office (VIP Suites, Gilded Comet - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago, when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns 1 hour of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
* A DC 13 [[Perception]] check finds heavy boot scuffs. And what appears to be weapon crates, empty tactical ration packs, and other containers commonly used to hold ammo and tactical gear.&lt;br /&gt;
* A DC 15 [[Perception]] or [[Study]] see check baggage tags with names on it.&lt;br /&gt;
:* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization. A Knowledge [[Knowledge#Culture|Culture]], [[Knowledge#Current_Events|Current Events]], or [[Knowledge#History|History]] check DC15 will reveal too the Players that Archon Vandar is an Anconian Archon (a form of Lord or Nobleman) of a neighboring series of systems that is the edge of the Anconian-controlled space. He and his father before him tried to annex this system in the past, when the Anconians were an Empire. Now he does lots of trade and brings wealth to the system.&lt;br /&gt;
&#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:* A DC 14 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:* A DC 15 [[Survival]] or [[Sleight of Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:* A [[Sense Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
&#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants &#039;&#039;&#039;Advantage +1AD&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;1000 ISC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12061</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12061"/>
		<updated>2026-08-29T05:37:28Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Hangar B (Herald&amp;#039;s Vessel - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
* DC 13 [[Perception]] check informs the Players that these guards are extremely well armed and armored. While fancy and ceremonial-looking, they are also practical.&lt;br /&gt;
* DC 16 [[Perception]] check: the Ship is also equally deadly. While at a glance it appears to be a civilian yacht, it is extremely well-armed and armored, much like the fancy garments worn by the Knights guarding it.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in, the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12060</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12060"/>
		<updated>2026-08-29T05:35:19Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Hangar B (Herald&amp;#039;s Vessel - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal. Will require confronting the Herald to draw the guards&#039; attention. This confrontation doesn&#039;t need to be violent.&lt;br /&gt;
* A DC 20 [[Stealth]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* Once in the Players find the command/flight deck to currently be unoccupied. The only other persons onboard are crew. Most of whom are sleeping. The big arrival isnt&#039; for some hours. The Players can hack the terminals to look for anything else. &lt;br /&gt;
* DC 18 [[Computer Use]] gets access to the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown. But this only confirms what everyone already knows. This also tells the Players that this ship is in direct contact with the fleet and Prince Jarek.&lt;br /&gt;
&#039;&#039;&#039;1. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* The Herald is waiting for your government to send an official to discuss terms and prepare the people for annexation. He immediately judges you and looks down at you when you approach. &amp;quot;So the government&#039;s best is just more trash. How predictable. Although it isn&#039;t your fault, I suppose. You are a small, pitiful system. Skill I expected more.&amp;quot;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard. Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance! I am in direct comms with the Prince. If you wish to be on his good side, I would start with being on mine! If your people can present the Lady unharmed, then that would go a long way to avoiding anything unpleasant.&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12059</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12059"/>
		<updated>2026-08-29T05:24:58Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Hangar B (Herald&amp;#039;s Vessel - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
&#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:* A [[Sense_Motive|Sense Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12058</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12058"/>
		<updated>2026-08-29T05:24:25Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Hangar B (Herald&amp;#039;s Vessel - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
&#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12057</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12057"/>
		<updated>2026-08-29T05:23:41Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Silo 13 (Gas Silos - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the abandoned Fuel Storage Module rattle underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of volatile fuel. Through the chemical fog, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;2. Optional Combat:&#039;&#039;&#039;&lt;br /&gt;
* If combat happens, the smugglers will try to run if 1/2 or more fall. &lt;br /&gt;
&#039;&#039;&#039;3. The Payoff:&#039;&#039;&#039;&lt;br /&gt;
* If combat doesn&#039;t happen, Barek offers the party old gas masks they have spare.&lt;br /&gt;
* If combat does happen, the Players find weapons, gas masks, and 400ISK on the bodies.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12056</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12056"/>
		<updated>2026-08-29T04:22:11Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Silo 13 (Gas Silos - Red Herring) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the Fuel Storage Annex rattle violently underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of raw ammonia and volatile comet fuel. Through the chemical fog near Silo 13, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and three plasma cutters and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;3. Hazards &amp;amp; The Payoff (Skill / Reward):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hazard — Ruptured Manifold:&#039;&#039;&#039; A damaged pressure valve starts violently venting freezing, flammable gas during the conversation. A DC 14 [[-_Mechanical|Craft Mechanical]] or DC 14 [[Tech|Knowledge Technology]] check assists Barek in sealing the rupture, earning the crew&#039;s genuine gratitude.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; Barek offers the party &#039;&#039;&#039;400 ISC&#039;&#039;&#039; (or 2 canisters of &#039;&#039;Industrial Hull Sealant Foam&#039;&#039;) as a &amp;quot;keep quiet&amp;quot; courtesy so they won&#039;t report the siphon tap to station dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12055</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12055"/>
		<updated>2026-08-29T04:21:28Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the Fuel Storage Annex rattle violently underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of raw ammonia and volatile comet fuel. Through the chemical fog near Silo 13, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and three plasma cutters and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
---&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;3. Hazards &amp;amp; The Payoff (Skill / Reward):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hazard — Ruptured Manifold:&#039;&#039;&#039; A damaged pressure valve starts violently venting freezing, flammable gas during the conversation. A DC 14 [[-_Mechanical|Craft Mechanical]] or DC 14 [[Tech|Knowledge Technology]] check assists Barek in sealing the rupture, earning the crew&#039;s genuine gratitude.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; Barek offers the party &#039;&#039;&#039;400 ISC&#039;&#039;&#039; (or 2 canisters of &#039;&#039;Industrial Hull Sealant Foam&#039;&#039;) as a &amp;quot;keep quiet&amp;quot; courtesy so they won&#039;t report the siphon tap to station dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12054</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12054"/>
		<updated>2026-08-29T04:21:14Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, a jagged comet tail stretches into the stars—where Prince Jarek’s incoming fleet will soon be arriving.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light engines whining during warm-up. Tied up next to a heavy cargo crate near the boarding ramp is Lady Kaelen, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit a signal that will seal the station’s doom.&lt;br /&gt;
&lt;br /&gt;
Archon himself is nowhere to be seen. Only a Mercenary commander and 2 guards around Lady Kaelen, as well as one guard in a different uniform at the entryway to the ship.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s team is preparing to extract Lady Kaelen. Their plan is to board their stealth shuttle and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenary Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Mercenaries (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
:* &#039;&#039;&#039;Archon Vandar&#039;s Personal Guard:&#039;&#039;&#039; A hard-looking Arconian male that appears to possess some military guard cybernetic augmentations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she distracts the guards by actively kicking her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
:* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
:* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character is aware of an Engineer Terminal for this Cargo Bay located in the Maintenance Gantries. Access and use the console (DC 10 [[Computer_Use|Computer Use]]):&lt;br /&gt;
::* &#039;&#039;&#039;Crane Drop:&#039;&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary.&lt;br /&gt;
::* &#039;&#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters), granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on stealth for a surprise round.&lt;br /&gt;
::* &#039;&#039;&#039;Shuttle Magnetic Landing Clamps&#039;&#039;&#039;: override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Resolution:&#039;&#039;&#039;&lt;br /&gt;
---&lt;br /&gt;
* Once combat starts, the Commander will order one of his men to grab Lady Kealen and take her, kicking and screaming, into the ship. He orders the other guard, if still alive, to finish the transmission. The Archon&#039;s Personal guard is a Shield Splicer who will use his abilities to buff the mercenaries while ensuring no one gets onto the ship. &lt;br /&gt;
* After the first full round (not surprise round), more mercenaries come out of the ship. The total amount of mercenaries in combat should be equal to the number of Players -1. This would include the merc that got crushed if the Players use the crane. &lt;br /&gt;
* Once the mercenary is done stowing away the Lady or is otherwise unable to complete that order, they return to the fight. &lt;br /&gt;
* If nobody was able to start the transmission after round 1, then during round two Commander Drake will order one of the new mercenaries from the ship to complete the task if the transmitter hasn&#039;t been destroyed. &lt;br /&gt;
* If the battle seems to be going badly, as in more than 1/2 the Mercenaries are dead, or Drake is killed, Archon Vandar will order the shuttle to be launched regardless of whether the transmitter has been set. The players will notice the engines warm up, sounding more aggressive. They will have 2 rounds to get onboard the ship at that point.&lt;br /&gt;
* The transmitter is set to the Prince Jarek personal comms in the fleet. If a Player gets a chance to inspect the transmitter, a DC 12 [[Perception]] check will tell them that they could use this to directly contact the Prince. Note: Players should know that the only other way to contact the Prince directly is via the Herald Malakor if they meet him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (but hides the Lady Kaelen and Valen:&#039;&#039;&#039;&lt;br /&gt;
:* Using the transmitter from the Cargo Bay (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and/or Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. The party commandeers the stealth transport, loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes. The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines.&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (expose Archon and hand over Lady Kaelen, and optionally Valen):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek either when the imperial landing craft touches down or via Herald Malakor&lt;br /&gt;
:* &#039;&#039;Result:&#039;&#039; Prince Jarek publicly arrests Archon Vandar for high treason. The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence to help him flee.&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the Fuel Storage Annex rattle violently underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of raw ammonia and volatile comet fuel. Through the chemical fog near Silo 13, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and three plasma cutters and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
---&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;3. Hazards &amp;amp; The Payoff (Skill / Reward):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hazard — Ruptured Manifold:&#039;&#039;&#039; A damaged pressure valve starts violently venting freezing, flammable gas during the conversation. A DC 14 [[-_Mechanical|Craft Mechanical]] or DC 14 [[Tech|Knowledge Technology]] check assists Barek in sealing the rupture, earning the crew&#039;s genuine gratitude.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; Barek offers the party &#039;&#039;&#039;400 ISC&#039;&#039;&#039; (or 2 canisters of &#039;&#039;Industrial Hull Sealant Foam&#039;&#039;) as a &amp;quot;keep quiet&amp;quot; courtesy so they won&#039;t report the siphon tap to station dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12053</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12053"/>
		<updated>2026-08-29T03:16:13Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, the jagged comet tail stretches into the stars—where the flashing red warp signatures of Prince Jarek’s incoming battle fleet have just begun dropping out of hyperspace.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light thrusters whining in warm-up cycle. Tied to a heavy cargo crate near the boarding ramp is Lady Kaelen in energy cuffs, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a tactical comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit the fabricated &amp;quot;kidnapping distress signal&amp;quot; that will seal the station’s doom.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s elite strike team is preparing to extract Lady Kaelen. Their plan is to execute their scapegoats, board their stealth shuttle, and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
::* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
::* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she uses her Aconian combat training to actively kick and distract her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on all attack rolls in the opening round.&lt;br /&gt;
:* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
::* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
::* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character can access the overhead crane console (DC 12 [[Computer_Use|Computer Use]] or [[Disable_Device|Disable Device]]):&lt;br /&gt;
:::* &#039;&#039;Crane Drop:&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary and cutting off their line of sight.&lt;br /&gt;
:::* &#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters) or override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
:::* Carrying &#039;&#039;&#039;Vandar&#039;s Recorded Orders&#039;&#039;&#039; allows the party to broadcast Vandar&#039;s voice directly across the bay&#039;s PA speakers, throwing the mercenaries into immediate confusion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Strike Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Operatives (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Standoff:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;1. Combat:&#039;&#039;&#039; A dynamic firefight utilizing moving cranes, explosive fuel barrels, and container cover.&lt;br /&gt;
* &#039;&#039;&#039;2. Stealth Infiltration (DC 14 [[Stealth]] &amp;amp; DC 13 [[Disable_Device|Disable Device]]):&#039;&#039;&#039; Sneaking along the shadows to disable the broadcast transmitter dish and release Kaelen’s energy cuffs before the mercenaries realize the party is there.&lt;br /&gt;
* &#039;&#039;&#039;3. Psychological Pressure (DC 15 [[Intimidate]] or [[Diplomacy]]):&#039;&#039;&#039; Confronting Commander Drake with Vandar’s recorded betrayal and proof of the fleet&#039;s arrival, convincing his mercenaries that Vandar will discard them as loose ends the moment the armada lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (The Grand Triumph):&#039;&#039;&#039;&lt;br /&gt;
:* Using the cargo bay&#039;s main broadcast array (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. Kaelen and Valen are pardoned but choose to slip away into exile on the frontier to live freely. The station is saved!&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (The Imperial Compromise):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek when the imperial landing craft touches down.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence/wealth to help him flee.&lt;br /&gt;
* &#039;&#039;&#039;Option C: Smuggle and Run (The Outlaw Escape):&#039;&#039;&#039;&lt;br /&gt;
:* The party commandeers the stealth transport (or &#039;&#039;The Ispan&#039;&#039;), loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines, but the crew earns eternal gratitude and a massive underground bounty (5,000 ISC).&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the Fuel Storage Annex rattle violently underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of raw ammonia and volatile comet fuel. Through the chemical fog near Silo 13, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and three plasma cutters and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
---&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;3. Hazards &amp;amp; The Payoff (Skill / Reward):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hazard — Ruptured Manifold:&#039;&#039;&#039; A damaged pressure valve starts violently venting freezing, flammable gas during the conversation. A DC 14 [[-_Mechanical|Craft Mechanical]] or DC 14 [[Tech|Knowledge Technology]] check assists Barek in sealing the rupture, earning the crew&#039;s genuine gratitude.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; Barek offers the party &#039;&#039;&#039;400 ISC&#039;&#039;&#039; (or 2 canisters of &#039;&#039;Industrial Hull Sealant Foam&#039;&#039;) as a &amp;quot;keep quiet&amp;quot; courtesy so they won&#039;t report the siphon tap to station dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12052</id>
		<title>A Royal Pain</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=A_Royal_Pain&amp;diff=12052"/>
		<updated>2026-08-29T03:16:02Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* The Climax: Sector 9 Cargo Docks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; STILL UNDER CONSTRUCTION - NOT YET FINISHED - OUTLINE ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: A Royal Pain ==&lt;br /&gt;
&lt;br /&gt;
This is a mystery and social encounter focused one-shot adventure for a crew of Level 2 or 3 characters. It is designed to showcase social skills, investigative mechanics, and the resolution of a political conspiracy in the d20 FuturePath setting.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
Your station is under threat! The Aconians have raised a small navy to come to your small sector of space and enforce martial law. Why? They claim that a person of the old dynasty&#039;s royal bloodline has gone missing and was reported to be last seen entering your station. They blame your people for this! &lt;br /&gt;
&lt;br /&gt;
You are just a small independent mining colony. A station called &#039;&#039;&#039;Comet&#039;s Home&#039;&#039;&#039; can barely hold 10,000 citizens, and its main source of income comes from gas mining comets or &#039;hard&#039; mining asteroids. Most of the system&#039;s population, over 30k if you exclude the station, live in the inner or outer belt and come to the station to refine and sell, as well as a little R&amp;amp;R, of course! &lt;br /&gt;
&lt;br /&gt;
You have no idea what an imperial royal from a great and ancient empire would even be doing here! Your government&#039;s response is to just keel over. But you know this isn&#039;t gonna end good for you and yours unless by the time that fleet arrives a missing royal can be produced. Time to take matters into your own hands!&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Lady Kaelen:&#039;&#039;&#039; A headstrong Aconian royal who has openly protested her upcoming arranged political marriage.&lt;br /&gt;
# &#039;&#039;&#039;Prince Jarek:&#039;&#039;&#039; Her intended fiancé—a rigid, traditional Aconian noble whom Kaelen openly dislikes.&lt;br /&gt;
# &#039;&#039;&#039;Valen:&#039;&#039;&#039; Kaelen&#039;s true love, a merchant&#039;s son of lower status. Devoted but easily manipulated.&lt;br /&gt;
# &#039;&#039;&#039;Archon Vandar:&#039;&#039;&#039; The orchestrator of the crisis. He secretly contacted Valen under the guise of a sympathetic ally, giving him this idea and providing him with resources to smuggle Kaelen to this independent mining station.&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
With Kaelen safely &amp;quot;missing,&amp;quot; Vandar frames the disappearance as a hostile kidnapping by station-dwellers, giving him the perfect excuse to annex the sector&#039;s gas and ore infrastructure. Only Vandar knows the true cause, and he uses it to justify launching a fleet to annex the Station. Meanwhile, on the Station, Valen and Kaelen immediately find themselves in hot water. And quickly figure out that they have been double-crossed. They try to hide and find a safe way to exit the station but are eventually ambushed by Vandar&#039;s private hitmen. Vandar&#039;s goal is to kill Valen and &#039;rescue&#039; Kaelen. He gets to be the hero who saves the day and the right to annex the system.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Arrival[Customs &amp;amp; Arrival Port] --&amp;gt; Casino[Gilded Comet Casino];&lt;br /&gt;
    Arrival --&amp;gt; Den[Smuggler&#039;s Den];&lt;br /&gt;
    Arrival -.-&amp;gt; Silo[&amp;quot;Silo 13 (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Casino --&amp;gt; Slums[Beltway Hab 42];&lt;br /&gt;
    Casino --&amp;gt; Clinic[Medical Clinic];&lt;br /&gt;
    Casino -.-&amp;gt; Consulate[&amp;quot;Consulate Office (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Den --&amp;gt; Slums;&lt;br /&gt;
    Den --&amp;gt; Refinery[Refinery Control Room];&lt;br /&gt;
    Den -.-&amp;gt; Hangar[&amp;quot;Hangar B (Red Herring)&amp;quot;];&lt;br /&gt;
    &lt;br /&gt;
    Clinic --&amp;gt; Slums;&lt;br /&gt;
    Clinic --&amp;gt; Refinery;&lt;br /&gt;
    &lt;br /&gt;
    Slums --&amp;gt; Cargo[Sector 9 Cargo Docks Climax];&lt;br /&gt;
    Refinery --&amp;gt; Cargo;&lt;br /&gt;
&lt;br /&gt;
    style Silo fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Consulate fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
    style Hangar fill:#f77,stroke:#333,stroke-width:2px;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD&lt;br /&gt;
    Depot[&amp;quot;The Drifter&#039;s Depot&amp;quot;]&lt;br /&gt;
    Munitions[&amp;quot;Void-Forge Munitions&amp;quot;]&lt;br /&gt;
    Noodles[&amp;quot;Heng&#039;s Cometary Noodles&amp;quot;]&lt;br /&gt;
    Dome[&amp;quot;The Oasis Bio-Dome&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
    style Depot fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Munitions fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Noodles fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
    style Dome fill:#9cf,stroke:#333,stroke-width:1px;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Running this PoI Adventure ==&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;Point of Interest&#039;&#039;&#039; style dungeon crawl. Instead of fixed rooms and corridors, the players choose to walk from one location (Point of Interest) to another &#039;&#039;&#039;PoI&#039;&#039;&#039;/location. Each PoI will have 1 or more encounters that will help inform the Players or possibly mislead the players to the final PoI, which in this adventure One Shot is the [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]. The Players start out at the [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]] and the GM should read more on how to start the adventure [[#Starting_the_Adventure|below]].&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of time. The Players should know they have 12 hours. Each travel + encounter takes 1 hour. Additional time-wasting can occur while at a location. The GM should inform the Players of the remaining time. A d12 could be a useful tool for keeping track of time.&lt;br /&gt;
&lt;br /&gt;
== Starting the Adventure ==&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have woken up today with news feeds from the station on every comm and channel, all proclaiming the same doom. An Aconian fleet is coming. Your mind seems unable to handle this weird news at first. As the haze of sleep and the previous day&#039;s activities lifts, it is replaced by a new panic. The Aconians are claiming a missing royal was last seen on your little station. Your station borders the Aconians, and they have tried to annex your people before. Now it seems they are going to take your home by force. You get ready. You call your friends or just people you can trust to gather at Heng&#039;s Noodles. When the going gets tough, that&#039;s when belters are at their best.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Location: The Adventures/Heroes start out together at [[#Heng&#039;s_Cometary_Noodles_(Flavor)|Heng&#039;s Cometary Noodles]]. The locals call it &#039;Hengs&#039;. The GM should ask the Players if they have a reason to know each other. They should all already know the game&#039;s starting premise and their characters, and the whole station should already know of the coming armada. If the Players cannot think of a reason or simply do not want to. Provide them with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The usual liveliness of Hangs seems gone, like someone opened an airlock all of a sudden. People talk in muted, hushed voices. You have to strain to pick up any noise. You all know what is being discussed. You lean in close around the table too. The smell of hot noodles hits your nose, begging not to be ignored, but you are too busy thinking about the situation at hand. Huddled together are some of the only people on this spinning can that you trust. They are all here for the same reason as everybody else. The Armada is on its way, and all anybody can think about is what the heck are you all gonna do about it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;GM Notes: Make sure the Players know that the last place Lady Kaelen was seen was the [[#Customs_&amp;amp;_Arrival_Port_(The_Docking_Bay)|Customs &amp;amp; Arrival Port]]. They can go to the other [[#Utility_&amp;amp;_Flavor_Locations|Utility &amp;amp; Flavor Locations]]. If they try to go to any other locations, encourage them not to go, but there is nothing stopping them. &lt;br /&gt;
&lt;br /&gt;
If they decide to go to another location to start the investigation that isn&#039;t the &#039;Customs &amp;amp; Arrival Port &#039;, then you can try one last thing. Read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As your group leaves Hang&#039;s, one of the other patrons leaves with you. He is a nervous-looking Aconain. &amp;quot;Hey... rrr... I heard y&#039;all talking about... well, about what&#039;s going on. I work on the docks. My co-workers said they saw the Lady. One of them is a Murid named Roban. He says he even talked to her. He may know something. If any of you are planning on doing anything... if there is anything to do, that is. That&#039;s who I would talk to first!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Points of Interest in Detail ==&lt;br /&gt;
&lt;br /&gt;
=== Customs &amp;amp; Arrival Port (The Docking Bay) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The cavernous docking bay is a storm of noise, steam, and sheer desperation. Klaxons pulse amber overhead as departure flight boards flicker with canceled routes and exorbitant off-station charter fares. A massive, frantic crowd of belter miners, roughnecks, and entire families lugging whatever they can carry presses hard against a flimsy, lightweight crowd-control barrier that is practically bowing under their weight. &lt;br /&gt;
&lt;br /&gt;
The handful of port employees working the desk look wildly unprepared and completely out of their depth, sweating through their uniforms as they shout into crackling megaphones to hold the mob back from the departure airlocks. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the arrivals gate sits eerily abandoned. Stationed behind a cluttered desk near the disused arrival gates is a lone male Murid in a loose-fitting station vest, his goggles pushed up onto his twitching ears, trying to ignore the chaotic roar around him.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Docking Bay 7 is the primary civilian and light freight hub on Comet&#039;s Home. Valen arrived ahead of time to wait for Lady Kaelen, who was secretly ferried onto the station aboard an illicit gas-hauler. When she arrived, Valen paid off the on-duty inspector—a Murid named Roban—to leave her off the passenger manifest. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The infrastructure is buckling under panic. The customs barriers are thin modular stanchions meant for orderly queues, not a mass evacuation. Shouting matches and minor scuffles are breaking out across the concourse as desperate citizens try to buy passage off-station before the Aconian fleet locks down the sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Roban (Murid Dock Inspector):&#039;&#039;&#039; Stressed, twitchy, and visibly overwhelmed. Being a Murid, he naturally respects Aconians, but he is terrified of being implicated in a royal scandal or facing imperial wrath. Valen handed him high-stakes casino chips to keep Kaelen&#039;s arrival off the official records. Roban pocketed the bribe, but to &amp;quot;cover his ass&amp;quot; (CYA) if imperial inquisitors ever search the logs, he secretly jotted down encrypted notes about the covert drop-off on his personal terminal log.&lt;br /&gt;
:* &#039;&#039;&#039;Tessa Morrow (Human Volunteer Worker):&#039;&#039;&#039; An energetic but visibly flustered human Belter wearing an oversized, bright-orange emergency contractor vest with a stylus tucked into her messy hair. She took an emergency contract from the station&#039;s Head Office to help organize evacuation queues. She may be an old friend, former neighbor, or familiar face to one of the player characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the Port — Spotting a Familiar Face (Perception):&#039;&#039;&#039;&lt;br /&gt;
* When the party enters the concourse, the GM should ask everyone to roll a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; The highest-rolling player spots Tessa Morrow struggling to hold back an angry line of Belters near Gate 3. The player recognizes her as a familiar acquaintance from around the station.&lt;br /&gt;
* &#039;&#039;&#039;Interacting with Tessa:&#039;&#039;&#039;&lt;br /&gt;
:* Tessa is relieved to see friendly faces. She explains that the station&#039;s Head Office is paying top credit to anyone willing to stay behind and help stabilize the station: &amp;quot;They&#039;re handing out all sorts of emergency hazard tasks. I drew port crowd duty... and as you can see, I&#039;m getting eaten alive here!&amp;quot;&lt;br /&gt;
:* &#039;&#039;&#039;The Volunteer Job Offer (Time vs. Reward):&#039;&#039;&#039; Tessa asks if the crew can spare a few hours to help her secure the barriers, sort luggage, and calm the crowd. The head office is willing to pay up front a &#039;&#039;&#039;100 ISC per hour&#039;&#039;&#039; for each person who helps. Taking the job burns &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the party&#039;s in-game investigation time before the Aconian fleet arrives. Each participating character earns &#039;&#039;&#039;300 ISC&#039;&#039;&#039; in cash.&lt;br /&gt;
:* &#039;&#039;&#039;Roban&#039;s Goodwill:&#039;&#039;&#039; Roban watches the party roll up their sleeves and sweat alongside the dock crew to restore order. This earns his respect and gratitude, granting the party a &#039;&#039;&#039;+4 morale bonus&#039;&#039;&#039; on all [[Diplomacy]] or [[Bluff]] checks made against Roban.&lt;br /&gt;
:* &#039;&#039;&#039;Asking Tessa About the Crisis:&#039;&#039;&#039; If asked if she knows anything about the missing royal, she shakes her head: &amp;quot;I&#039;ve just been dealing with this stampede. But Roban would be the man... rrr, Murid to talk to. Although station security already interviewed him earlier.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;2. Reading the Crowd &amp;amp; The Overwhelmed Port (Study / Knowledge):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Study]] or DC 11 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that departure ticket prices have surged tenfold, commercial traffic will be indefinitely halted within hours, and the station&#039;s makeshift barricades won&#039;t hold if another panic wave hits.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Roban the Murid (Social Encounter — Leads to Casino):&#039;&#039;&#039;&lt;br /&gt;
* Roban is stationed behind the arrival customs desk, twitching at every loud crash from the mob and clutching his personal datapad close.&lt;br /&gt;
* A DC 13 [[Sense_Motive|Sense Motive]]/[[Perception]]/[[Study]] check reveals Roban is sweating profusely and fidgeting with something heavy in his pocket. He clearly knows something dangerous and is terrified of getting caught.&lt;br /&gt;
* &#039;&#039;&#039;Social Checks (DC 14 [[Diplomacy]], DC 15 [[Bluff]], or DC 16 [[Intimidate]]):&#039;&#039;&#039; (Note: Characters gain a +4 morale bonus on Diplomacy and Bluff checks if they helped Tessa. Also a +2 bonus if they can use Squeak Speak as a language)&lt;br /&gt;
:* Calming Roban, gets him to confess: That he witnessed a nervous young Aconian man (Valen) was waiting near arrivals when a hooded Aconian woman (Lady Kaelen) slipped off an unscheduled transport; the Aconian man handed Roban heavy, expensive chips from the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039; to look the other way. Roban saw the pair head straight toward the upper promenade (which leads to the &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;). He notes that the ship the Lady Kaelen stayed on for a night and then hurriedly left just a few hours ago off Pad 4. He points to it.&lt;br /&gt;
&#039;&#039;&#039;4. Hacking the Terminal &amp;amp; Roban&#039;s CYA Notes (Computer Use / Sleight of Hand — Leads to Smugglers):&#039;&#039;&#039;&lt;br /&gt;
* While the official passenger manifest contains no record of Lady Kaelen, Roban&#039;s private encrypted dockhand terminal holds his personal CYA notes.&lt;br /&gt;
* The terminal is open and easily accessible as long as someone can distract the easily distracted Roban. If the Players already know about Pad 4 from the Murid, they can see the ship in the arrival and departure schedules. See that it left from Pad 4 just a few hours ago. IT is called &amp;quot;The Ispan&amp;quot;. They also notice that the Roban has personal, encrypted notes that were recently updated. They cannot read these notes without some trickery. &lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check (or DC 14 [[Sleight_of_Hand|Sleight of Hand]] to swipe his admin keycard) allows access to Roban&#039;s hidden sub-log. It reveals that an unregistered, battered light freighter named &#039;&#039;&#039;The Ispan&#039;&#039;&#039; made an emergency touchdown on &#039;&#039;&#039;Landing Pad 4&#039;&#039;&#039; under a falsified gas-refinery delivery permit. Its transponder broadcast a rhythmic scrambled beacon code—a known underworld black-market signature. He notes both an unregistered female aconian departing and being paid with casion chips. He also notes that the ship is a well-known smuggler&#039;s ship and that its crew stayed overnight at the &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; after quickly offloading its chemical cargo, probably to an illicit location. A DC15 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will bring to mind rumors regarding a &#039;&#039;&#039;Silo 13&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;5. Forensics on Landing Pad 4 (Perception / Study — Red Herring Lead to Silo 13):&#039;&#039;&#039;&lt;br /&gt;
* Once players identify Landing Pad 4 (via the terminal or scouting the disused berths), they can physically inspect the landing slip where the mystery freighter touched down.&lt;br /&gt;
* A DC 15 [[Perception]] or DC 14 [[Study]] check reveals the pad is covered in thick, iridescent soot and smells pungently of raw, highly volatile unrefined comet gas. A hastily discarded, stained cargo strap next to the mooring clamp is labeled &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; (leads to the red herring &#039;&#039;&#039;Silo 13&#039;&#039;&#039;). A DC10 Knowledge [[Knowledge#Current_Events|Current Events]] or [[Knowledge#Culture|Culture]] will cause the Players to know that there is no Silo 12, but a DC15 will bring to mind rumors of a secret black market Silo that is part of a partially abandoned part of the station next to the Silos. If the subject is brought up with Roban, only a DC18 [[Bluff]] or [[Intimidate]] check will succeed in revealing the same information.&lt;br /&gt;
&lt;br /&gt;
=== Gilded Comet Casino (Upper Promenade) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the pneumatic gold-trimmed doors of the Gilded Comet is a blinding shock to the senses. After navigating the dim, grease-stained corridors and metallic dread of the lower decks, the casino erupts in a dazzle of brilliant violet neon, amber holo-chandeliers, and the kinetic chime of hundreds of spinning roulette tables. &lt;br /&gt;
&lt;br /&gt;
The air smells richly of expensive synth-tobacco, spiced wine, and ionized air filtration. But beneath the clinking crystal glasses and the roar of the high-stakes tables, the atmosphere is electric with an almost manic tension. The crowd here is split in two: wealthy mining executives and station elites laughing in VIP lounges, eagerly anticipating the imperial order an Aconian annexation might bring—and desperate, glassy-eyed Belters reckless with terror, pouring their life savings onto the green felt in a wild bid to forget the armada closing in on their home.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen brought Lady Kaelen here straight from the docking bay, believing a loud, bustling luxury venue full of wealthy off-worlders was the ideal place to blend in and plan their next move. However, Kaelen&#039;s aristocratic constitution was never built for Belter fringe space; she suffered acute respiratory distress from breathing in toxic chemical fumes that leaked from the failing containment seals aboard the smuggler&#039;s gas-freighter. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along the station&#039;s Upper Promenade overlooking the glittering dust tail of the comet through reinforced panoramic viewing ports. Armed private casino enforcers in tailored black suits keep watch from elevated walkways, ensuring the dock panic never spills onto the gambling floor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Sariela (Young Aconian Cocktail Waitress):&#039;&#039;&#039; A young Aconian woman working on Comet&#039;s Home carrying glowing drink trays between the high-roller booths. Being an Aconian herself, she immediately noticed Lady Kaelen&#039;s refined high-court dialect and delicate posture despite the heavy Belter coat she wore. She attended to the secluded VIP booth where Valen and Kaelen sat, witnessed Kaelen&#039;s violent chemical coughing fit, and heard Valen frantically asking where to find a discreet doctor.&lt;br /&gt;
:* &#039;&#039;&#039;Corvus (Lepidonain Pit Boss):&#039;&#039;&#039; An imposing Lepidonain with shimmering, iridescent scales, dressed in formal tailored vestments. He oversees the high-stakes tables with a sharp, predatory gaze, watching for card-counters, cheaters, and suspicious foreign currency.&lt;br /&gt;
:* &#039;&#039;&#039;Alux (Grayling Concierge / Floor Host):&#039;&#039;&#039; A fastidious, sharp-tongued Grayling in formal silks with a whirring cybernetic monocle that logs VIP reservations in real-time. He openly looks down on &amp;quot;crude Belter miners&amp;quot; and fawns over aristocratic off-worlders, eager to boast about high-society connections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Reading the Room &amp;amp; The Divided Crowd (Study / Knowledge / Perception):&#039;&#039;&#039;&lt;br /&gt;
* A DC 12 [[Perception]] check notices the jarring emotional split across the floor: one half of the patrons are toasting glasses to &amp;quot;inevitable imperial stability,&amp;quot; while the other half are drinking furiously and frantically doubling down on bets in sheer fatalistic panic.&lt;br /&gt;
* A DC 13 [[Perception]] check spots the Computer systems behind the desk, which is currently occupied by Alux the Floor Host and owner. He looks busy, and you have just seen him arrive after dealing with a customer on the casino floor.&lt;br /&gt;
* A DC 20 [[Perception]] check spots a fine silk handkerchief left crumpled under the booth cushion, stained with flecks of caustic chemical phlegm and smelling sharply of industrial gas additives. This is in Booth 14. &lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Culture|Knowledge (Culture)]] / [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals that several station oligarchs stand to make fortunes if the Aconian Empire takes over and crushes independent miner unions.&lt;br /&gt;
&#039;&#039;&#039;2. The Ailing Noble &amp;amp; The Aconian Waitress at Booth 14 (Social Encounter — Leads to Medical Clinic):&#039;&#039;&#039;&lt;br /&gt;
* Sariela is circulating near Booth 14, scrubbing a spilled drink from the table where the couple was recently seated. She notes your arrival, and if the Players spot the handkerchief (DC 14 Perception) then she sees it too.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check (or tipping 50+ ISC) gets Sariela talking: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: If the Players try in any way to intimidate her, the bouncer Corvus quickly comes over. If the Players fail a DC14 [[Bluff]] check, they cannot use Bluff or Diplomacy again, and Sariela will try to excuse herself and inform Corvus. Of the Players&#039; off behavior.&lt;br /&gt;
:* She confirms that a young Aconian man and a heavily cloaked woman occupied Booth 14. Being Aconian, Sariela instantly recognized the woman&#039;s refined, high-court inflection. The woman was violently coughing, wheezing, and clutching her chest from chemical fume poisoning. The young man was frantic, asking where they could find a private doctor. Sariela pointed them toward the mid-deck clinic (leads to the &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039;). She notes that while she doesn&#039;t know who the poor woman was, she knows the man is named Valen and that she saw him once before, years ago, with his father. She never forgets a face. All she knows is that his father is a merchant who deals with refined ore and chemicals.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking Surveillance / Security Bouncer (Stealth / Computer Use / Sleight of Hand / Intimidate — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* The casino&#039;s security hub is tucked behind a keycard-locked door near the cashier cage, monitoring high-definition feeds of all exits and service corridors. But the Casinos checkin computer and reception desk is manned only by Alux and may also more easily provide the information needed. However, getting to the computer console would instantly cause suspicion. This must be done with stealth, and at least Alux must be distracted.&lt;br /&gt;
* A DC15 [[Stealth]] check is necessary. Gain advantage for each key character the Players can distract. &lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (or DC 15 [[Sleight_of_Hand|Sleight of Hand]] to lift a security keycard) accesses the surveillance archives and recent customer records. It shows Valen supporting a coughing Kaelen. It shows that the Aconian man with Lady Kaelen is named Valen. And that his registered living quarters are located in Beltway Hab 42. The players need a security keycard from either Corvus or Alux.&lt;br /&gt;
:* &#039;&#039;The Mercenary Shadow:&#039;&#039; The footage also reveals a cloaked, armored figure in stealth webbing discreetly stepping into the following the two when they left.&lt;br /&gt;
:* A DC15 [[Computer_Use|Computer Use]] or, if they have a security card and the player chooses to try to look for more information, note that two high-society Aconians are staying at the casino hotel, and one of them just checked in yesterday morning, just hours before Lady Kalean arrived. This person, &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, was seen coming in with a large escort of security guards. One of which was the &#039;Mercenary Shadow&#039;.&lt;br /&gt;
&#039;&#039;&#039;4. Interacting with Corvus, the security guard&#039;&#039;&#039;&lt;br /&gt;
* This may be necessary to distract Corvus so the Players have an easier time accessing the computer terminals&lt;br /&gt;
* A DC 15 [[Intimidate]] check on the service-door bouncer forces him to admit he let the young couple and their shadowy pursuer into the maintenance lifts heading toward the medical bay. But that he heard the man say that they were gonna go straight to his home in the Beltway Habs afterward. A Diplomacy or Bluff will not work on the bouncer. He finds the attempts amusing, and if the Player rolls too low (Below 10), he even mocks the player&#039;s sorry attempts.&lt;br /&gt;
&#039;&#039;&#039;5. Questioning Concierge Alux (Diplomacy / Bluff / Knowledge [Culture] — Red Herring Lead to Consulate Office):&#039;&#039;&#039;&lt;br /&gt;
* Speaking with Alux about high-born Aconian nobles on Comet&#039;s Home. This may be necessary to distract the Alux from his reception desk.&lt;br /&gt;
* A DC 14 [[Diplomacy]] or DC 13 [[Bluff]] check flatters Alux&#039;s high-class sensibilities or poses as an imperial diplomatic delegation:&lt;br /&gt;
:* Alux proudly boasts that the station is currently honored by the presence of a true imperial luminary residing in the grand luxury suite of the &#039;&#039;&#039;Consulate Office&#039;&#039;&#039; across the promenade, assuming that must be who the party is seeking (leads to the red herring &#039;&#039;&#039;Consulate Office&#039;&#039;&#039;). He mentions that he arrived just yesterday and believes that it must have to do with the missing Woman.&lt;br /&gt;
&#039;&#039;&#039;6. Optional: High-Stakes Gambling (Gamble / Sleight of Hand / Intelligence):&#039;&#039;&#039;&lt;br /&gt;
* Players who want to blend in or win fast credits can wager ISC at the &amp;quot;Comet Roulette&amp;quot; table or test their wits against Pit Boss Corvus at high-stakes cards:&lt;br /&gt;
:* A player can wager 50 to 500 ISC and make a DC 20 [[Wealth_and_Money#Gambling|Gamble/Charisma]] check for cards. A DC 20 [[Sleight_of_Hand|Sleight of Hand]] check for the roulette table. Each time a Player wins, the DC goes up by +2. &lt;br /&gt;
:* &#039;&#039;Success:&#039;&#039; Double their wager and gain a +2 circumstance bonus on social checks with casino staff for looking like high-rollers.&lt;br /&gt;
:* &#039;&#039;Failure:&#039;&#039; Lose their wager.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Den (The Underbelly) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Tucked deep inside a decommissioned water-reclamation vault on Sub-Level 8, the Smuggler’s Den—known locally as &amp;quot;The Siphon&amp;quot;—is a haze of noxious smoke, cheap fermented algae-liquor, and heavy industrial music that rattles the rusty deck plates. Tables fashioned from dented fuel drums are crowded with scarred asteroid scavengers, black-market brokers, and off-duty freight crews. &lt;br /&gt;
&lt;br /&gt;
In a large corner booth, two rowdy, red-faced pirates are loudly slamming tin mugs against the table, slurring profanities and screaming at the ceiling about their coward captain who marooned them here when the armada news broke. Yet, for all the clinking glasses, shouting, and thumping music, the loud ruckus does nothing to hide the suffocating, paranoid tension hanging over the room—everyone is watching the shadows, clutching their sidearms, and waiting for the other shoe to drop.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; &#039;&#039;The Ispan&#039;&#039; arrived the previous morning, secretly dropped off Lady Kaelen and its volatile gas canisters at Pad 4, and blasted out of the station in extreme panic the moment the Aconian fleet broadcasted its ultimatum. In his frantic rush to escape, the captain literally marooned two of his own crew members on the station. &lt;br /&gt;
* &#039;&#039;&#039;The Conflict:&#039;&#039;&#039; The stranded crew are furious, roaring drunk, and loudly venting about their captain and the &amp;quot;hot cargo&amp;quot; VIP they ferried. Their loud mouths have attracted the attention of Archon Vandar’s undercover hitmen, who are circling the bar to silence or interrogate them. &lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; An illicit, chaotic underworld den. The patrons are used to rough brawls, but the underlying threat of imperial invasion has put everyone on a hair-trigger.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Brant &amp;amp; Torg (Stranded Crew of &#039;&#039;The Ispan&#039;&#039;):&#039;&#039;&#039; Brant is a loud, burly Human deckhand; Torge is a disgruntled, one-eyed female Avisari rigger. Drunk, furious, and armed with heavy laser pistols, they are swearing bloody vengeance on their captain for ditching them.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar’s Strike Mercenaries (Equal to the Number of Player Characters):&#039;&#039;&#039; Tight-lipped, professional hitmen in civilian stealth dusters with concealed kinetic pistols and shock-knives. (&#039;&#039;GM Note: Spawn 1 mercenary per player character to scale the combat encounter&#039;&#039;). Their mission is to eliminate anyone who can link &#039;&#039;The Ispan&#039;&#039; or Archon Vandar to Lady Kaelen’s arrival.&lt;br /&gt;
:* &#039;&#039;&#039;Danor (Old Aconian Bartender):&#039;&#039;&#039; A grizzled, cynical old Aconian expatriate who has lived on Comet&#039;s Home for decades. He has seen too many galactic wars to care about imperial politics, calmly wiping down the rusted counter while keeping a charged riot stun-baton within arm&#039;s reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering the bar. Spotting the Ambush &amp;amp; Reading the Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
* When entering the bar, the GM should ask the players for a [[Perception]] check.&lt;br /&gt;
* &#039;&#039;&#039;DC 13 [[Perception]]:&#039;&#039;&#039; Characters spot the hitmen: figures in dark tactical dusters casually lingering near the pillars and exits, wearing concealed subdermal comms and slowly boxing in the drunken pirates&#039; booth with hands hovering over their weapons.&lt;br /&gt;
* A DC 14 [[Perception]] or DC 12 [[Diplomacy]] check with other patrons overhears a boastful Belter ship-mechanic laughing off the entire missing royal panic, loudly telling anyone who will listen that an immaculate, gold-crested Aconian royal transport is currently parked under heavy guard in private &#039;&#039;&#039;Hangar B&#039;&#039;&#039;, convinced the royal has been sitting on her own ship the whole time (leads to the red herring [[#Hangar_B_(Herald&#039;s_Vessel_-_Red_Herring)|Hangar B]]).&lt;br /&gt;
* A DC 13 [[Study]] or DC 13 [[Knowledge#Current_Events|Knowledge (Current Events)]] check reveals the mercenary gear matches high-end off-world private security contracts—far too professional to be local station roughnecks.&lt;br /&gt;
&#039;&#039;&#039;2. The Confrontation &amp;amp; The Inevitable Bar Fight:&#039;&#039;&#039;&lt;br /&gt;
* Whether the players attempt to warn the pirates, question them directly, or stay back and watch, the confrontation quickly boils over into a chaotic bar fight as the mercenaries draw their weapons!&lt;br /&gt;
* &#039;&#039;&#039;Social Intervention (DC 14 [[Diplomacy]] or [[Intimidate]]):&#039;&#039;&#039; A quick-thinking player can alert the pirates or cause a distraction, granting the party and the pirates a Tactical Opportunity Advantage. &lt;br /&gt;
* &#039;&#039;&#039;The Brawl:&#039;&#039;&#039; Tables are flipped, glasses shatter, and patrons scramble for the doors. Brant and Torg throw heavy mugs and brawl wildly, while the mercenaries fight with lethal, cold precision.&lt;br /&gt;
&#039;&#039;&#039;3. Interrogating Brant &amp;amp; Torg (Social / Sense Motive — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Once the mercenaries are dealt with and Brant and Torg are calmed down (or pulled out of the brawl):&lt;br /&gt;
* A DC 13 [[Diplomacy]] or DC 14 [[Intimidate]] check gets Brant or Torg, nursing wounds and grateful (or terrified), to spill what he knows:&lt;br /&gt;
:* Brant confesses that when &#039;&#039;The Ispan&#039;&#039; docked at Pad 4, their captain met a nervous young man (Valen) who escorted the hooded royal woman off the ship. Brant overheard Valen saying he secured a lower-deck hideout at &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]). If the Mercenaries were dealt with and the conversation with Brant or Torg is happening within the bar, another patron overhearing what they say chimed in: &amp;quot;If you crazy bastards are looking for that missing lass, you need to go to the &#039;&#039;&#039;Hangar B&#039;&#039;&#039;. She is there, I swear it. There is a fancy Aconian ship. It is heavily guarded. All these people are crazy; they don&#039;t know nuthin&#039;. Crazy I say... crazy... she is right there... no mystery&amp;quot;. He continues to mumble. &lt;br /&gt;
&#039;&#039;&#039;4. Searching the Mercenaries &amp;amp; Tactical Comms (Search — Leads to Refinery or Guilded Comet Casino):&#039;&#039;&#039;&lt;br /&gt;
* Searching the downed hitmen after the brawl:&lt;br /&gt;
* A DC 13 [[Perception]] check will reveal that a few casino chips are from the Guilded Comet Casino and Hotel. One also had a fancy-looking keycard that is obviously for a hotel room door at the Casino&lt;br /&gt;
* A DC 14 [[Computer_Use|Computer Use]] check (the players can try again by taking 20 to automatically succeed), cracks the encrypted military datapad found in the mercenary lead’s pocket. It reveals intercepted station security feeds and a real-time comm-link routing back to a mercenary squad coordinator operating out of the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&lt;br /&gt;
=== Medical Clinic (Mid-Deck) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The pressure doors of the Mid-Deck Medical Ward hiss open to a wave of cold, sterile air smelling of disinfectant, aerosolized antiseptic, and ozone. Overhead lighting strips flicker across mostly empty seats in a ward where injured asteroid miners with plasma burns and terrified Belters suffering panic attacks sit in a waiting. &lt;br /&gt;
&lt;br /&gt;
Gliding smoothly across a recently cleaned and sterile-looking floor in a serpentine fashion is the pale-blue body of Dr. Merrill. With his upper pair of long, webbed arms, he expertly applies a dermal regenerator to a groaning miner, while his smaller secondary lower arms calmly calibrate a floating medical datapad and prepare a tray of hypo-syringes without missing a beat. A nurse, a human woman, comes out just as you enter the room. She looks and smiles in your direction before approaching a panicked-looking belter and handing a bottle of medicine off.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rushed Lady Kaelen here immediately after her collapse at the casino. She was treated for acute chemical overexposure caused by breathing toxic vapor from &#039;&#039;The Ispan&#039;s&#039;&#039; leaky containment seals. Valen paid in hard cash under a forged maintenance badge and quickly moved her out. &lt;br /&gt;
* &#039;&#039;&#039;The Aftermath:&#039;&#039;&#039; Shortly after they left, a pair of Archon Vandar’s armed hitmen stormed into the clinic, aggressively demanding to see patient manifests. Dr. Merrill refused to break medical confidentiality, but the encounter left the entire staff on edge.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located in Mid-Deck Sector 4, wedged between the residential corridors and life-support ducting. Medical alarms beep constantly, and exhausted triage droids roll between curtained cubicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Dr. Merrill (Cryous Chief Medical Officer):&#039;&#039;&#039; A pale-blue skinned Cryous physician whose four arms allow him to conduct triage and administrative logging simultaneously. Tenacious, pragmatic, and fiercely committed to his Hippocratic oath. His species&#039; innate sensitivity to the electromagnetic spectrum makes him acutely observant of concealed technology and bio-signs.&lt;br /&gt;
:* &#039;&#039;&#039;Nurse Dax (Human Orderly):&#039;&#039;&#039; An exhausted, jumpy human triage nurse helping hand out medicine and do quick triage. She is working overtime because the other nurses have abandoned their work to try to leave the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Social Encounter with Dr. Merrill (Social Encounter — Leads to Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* Dr. Merrill is initially defensive and cautious, fearing the party might be more mercenaries.&lt;br /&gt;
* A DC 15 [[Diplomacy]], or offering to help with a DC 20 [[Treat_Injury|Treat Injury]] check (or taking 20) calms Dr. Merrill down or earns his trust:&lt;br /&gt;
:* &#039;&#039;&#039;The Safehouse Clue:&#039;&#039;&#039; He confirms he treated a young, delicate Aconian woman suffering from severe chemical overexposure. Her partner (Valen) was terrified, paid upfront, and registered under a borrowed maintenance work permit assigned to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
* A DC 20 [[Intimidate]] check gets him to disclose the safehouse location, though his neck-gills flare with defensive bio-static and he demands the party leave immediately.&lt;br /&gt;
* Dr Merrill has a +4 against any Bluff attempts as he is extra suspicious after the previous encounter with mercenaries.&lt;br /&gt;
&#039;&#039;&#039;2. Social Encounter with the Nurse Dax:&#039;&#039;&#039;&lt;br /&gt;
* The nurse is busy and exhausted as well as on edge and defensive with anybody who is asking questions. She defers to the players. The Players can choose to help her by helping a new group of people who were trapped at the docks. A DC20 [[Treat Injury]] check or taking 20 will automatically gain both her trust and that of Dr. Merrill.&lt;br /&gt;
&#039;&#039;&#039;3. Snooping / Sneaking Around:&#039;&#039;&#039;&lt;br /&gt;
* This can be done with advantage if other players are distracting the Dr and the Nurse. They can do this by helping triage or simply trying to discuss things.&lt;br /&gt;
* A Stealth check will be necessary DC 15 [[Stealth]]. This allows 1 or more Characters to slip into the different rooms. There are 4 rooms. Each room takes 2 minutes to search with a [[Perception]] check. The room in question is Room 3, or the GM can have the Players roll a high/low to see if they get the right one. Once in the right one, a DC 13 [[Perception]] check is necessary to find the biohazard disposal bin that reveals a freshly discarded aerosol canister of &amp;quot;Aero-Tox Pulmo-Mist&amp;quot;—a specialized counter-agent for treating industrial chemical overexposure, consistent with &#039;&#039;&#039;The Ispan&#039;s&#039;&#039;&#039; toxic leak.&lt;br /&gt;
* Armed with this knowledge, the Players can either find or interrogate the Dr or Nurse with this information. This grants Advantage on [[Intimidate]] checks but increases the DC for Diplomacy by +4. Otherwise, they can use this information to cross-reference it on a Medical Clinic computer to find out more about who was treated and where they are.&lt;br /&gt;
&#039;&#039;&#039;3. Hacking the Triage Terminal (Computer Use — Alternate Lead to Hab 42):&#039;&#039;&#039;&lt;br /&gt;
* If the party avoids speaking to Dr. Merrill or wishes to verify the records:&lt;br /&gt;
* A DC 15 [[Computer_Use|Computer Use]] check hacks into the clinic&#039;s local prescription logs, pulling up the recent intake record for the chemical overexposure treatment and confirming the patient&#039;s billing was tied to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039; (leads to [[#Beltway_Hab_42_(Lower_Habitation)|Beltway Hab 42]]).&lt;br /&gt;
&#039;&#039;&#039;4. Tracking the Mercenaries (Perception / Diplomacy — Leads to Refinery):&#039;&#039;&#039;&lt;br /&gt;
* Inquiring about the suspicious armed men who visited earlier:&lt;br /&gt;
* A DC 13 [[Diplomacy]] check prompts Dr. Merrill to mention that two heavily armed off-worlders in tactical stealth gear barged in roughly thirty minutes ago. Thanks to his Cryous electromagnetic sensitivity, Merrill detected their high-frequency encrypted radio chatter and overheard them confirming they were heading to hijack the station&#039;s main surveillance grid from the &#039;&#039;&#039;Refinery Control Room&#039;&#039;&#039; (leads to [[#Refinery_Control_Room_(Industrial_Level)|Refinery Control Room]]).&lt;br /&gt;
&#039;&#039;&#039;5. Clinic Services &amp;amp; Restocking (Utility):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasing Supplies:&#039;&#039;&#039; Players can buy a [[General_Equipment#Medical_Kits|Medpack]] from Nurse Dax for &#039;&#039;&#039;2,500 ISC&#039;&#039;&#039;. If the players successfully used [[Diplomacy]] with Dr. Merrill, they earn a &#039;&#039;&#039;20% discount&#039;&#039;&#039;, reducing the cost to &#039;&#039;&#039;2,000 ISC&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Medical Treatment:&#039;&#039;&#039; Any character injured from previous encounters can have Dr. Merrill tend their wounds, restoring 1d8+2 Hit Points. Each treatment costs &#039;&#039;&#039;500 ISC&#039;&#039;&#039; and burns &#039;&#039;&#039;1 hour of in-game time&#039;&#039;&#039; per treated player.&lt;br /&gt;
&lt;br /&gt;
=== Refinery Control Room (Industrial Level) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The deafening roar of industrial ore centrifuges and hissing gas distillation towers fills the humid, hot air of the Refinery Station Module. Narrow metal catwalks with low safety railings span dizzying vertical drops over bubbling vats of superheated silicate slurry and glowing plasma conduits. &lt;br /&gt;
&lt;br /&gt;
Perched high above the machinery is a reinforced glass control booth. Inside, the lights have been dimmed to soft red. Two armored Aconian mercenaries in heavy tactical gear and gas masks slung around their necks stand guard with QCB blasters drawn. Through the glass, you can barely make out shadows cast by the red glow, as it appears multiple people are moving around inside the booth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s tech squad stormed the refinery control booth, taking the station&#039;s engineering staff hostage to seize control of the local sensor network. Using military decryption algorithms, they triangulated Lady Kaelen’s emergency royal signet beacon to her safehouse in the slums. A capture team was already dispatched to snatch her, while the remaining tech crew maintains the station-wide camera blackout and scrubs the data logs.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Industrial Sub-Level 3. The ambient noise of massive mining machinery provides ample acoustic cover, but the narrow catwalks and superheated steam valves make any confrontation perilous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Operative Kael:&#039;&#039;&#039; A ruthless Aconian combat tech specialist equipped with a portable military slicing deck and an energized shock-pistol. Focused entirely on purging evidence and coordinating comms.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Guards (Equal to Party Size - 1):&#039;&#039;&#039; Professional mercenaries in hardened tactical armor armed with heavy blasters and fragmentation flashbangs.&lt;br /&gt;
:* &#039;&#039;&#039;Chief Engineer Garr (Aconain Station Engineer):&#039;&#039;&#039; The bruised, bound chief refinery operator, desperate to save his facility from sabotage.&lt;br /&gt;
&lt;br /&gt;
Once inside the booth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the ground lay several people in work uniforms, sitting on the floor, gagged and tied up. Among them is an Aconain with a uniform that shows he is likely the chief engineer. &lt;br /&gt;
&lt;br /&gt;
In the center of this control room, several chairs and tables, along with miscellaneous containers and equipment, have been used to create a half-haphazard defensive barrier. Some sort of technology is active behind this makeshift barrier; it sits on the floor and is obscured. Only a slight bluish glow shows that something is there and active. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Combat Options: (Stealth vs Direct Approach) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; any character with a Profession of Engineer gains advantage on Perception, Study, and Disable Device checks while in this encounter. &lt;br /&gt;
* A DC 11 [[Perception]] check reveals overhead ductwork and cable/pipe gantry. This leads directly onto the central control room. (If a Player is an Engineer, then the GM can inform them without a Check).&lt;br /&gt;
* A DC 14 [[Perception]] check reveals that there are 3 people moving around inside of the control room. So a total of 5 possible combatants.&lt;br /&gt;
* A DC 16 [[Perception]] check reveals a pressure manifold that is out of sight of the guards that, if pushed &#039;wrongly &#039;, will cause superheated gas to vent in the direction of the guards. &lt;br /&gt;
* A DC 15 [[Study]] check or taking 20 will reveal that the guards are taking shifts. And that as long as they are not suspicious of the Players yet, they are relaxed, and when switching out with two guards from within the control room. When they switch places, there is a minute when nobody is standing guard. The players can simply wait till the next change-up.&lt;br /&gt;
* A DC 13 [[Athletics]] check as well as an Opposing Stealth check is necessary to climb onto the overhead maintenance gantry.&lt;br /&gt;
* If the Players attempt to walk up to the guards pretending to be engineers, the guards will flash their guns and attempt to tell the Players off. The Players can use [[Bluff]], but Diplomacy and Intimidation will not work. If Intimidation is attempted, no matter the roll, the guards will simply start combat. Diplomacy is ignored, and the players are told to leave immediately; if they do not comply, then combat starts.&lt;br /&gt;
:* [[Bluff]] can be used to distract the guards, resulting in the Stealth roles being against the guards&#039; passive perception. The guards cannot be tricked into leaving, but they may be convinced to let one of the 2 guards enter to bring their superior out to deal with the Players.&lt;br /&gt;
* A DC 14 [[Disable_Device|Disable Device]] or DC 14 [[-_Mechanical|Craft Mechanical]] check overrides a nearby steam manifold, venting superheated vapor onto the guards&#039;. The guards must roll a Dex saving throw on DC 14 or take 1d4 Thermal Damage. The Players gain &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on [[Bluff]] if they are pretending to be coming to repair the valve or on accuracy checks during the first round of combat.&lt;br /&gt;
&#039;&#039;&#039;2. Combat Enemy Tactics&#039;&#039;&#039;&lt;br /&gt;
* Firstly, combat is inevitable in this situation. The enemy will not betray their Archon Lord Vandar. They are ordered to kill anyone who gets in their way, and they do not feel worried about these deep-space belters. &lt;br /&gt;
* If the Players approach or directly confront the two guards, then the guards&#039; first action is to fire defensively (not directly aiming at the players) and run into the protection of the Control Room.&lt;br /&gt;
* If the Players are able to approach while the guards are switching posts (Requires a DC 15 Study check), then the Players can sneak a peek inside the Control Booth. Read the flavor text for &#039;Once inside the booth&#039;. Also, if the Players can sneak up top, they can peer inside through a top hatch. Read the same text. A Player can roll a Knowledge [[Knowledge#Science|Science]] or [[Tech|Technology]] DC 15 check to identify this technology as a small shield emitter.&lt;br /&gt;
* Combat starts the moment the Players enter the room if it hasn&#039;t started already. The enemy combatants will all attempt to enter the barrier. If Operative Kael is not directly taking damage, he will drag the Chief Engineer with him as a possible hostage.&lt;br /&gt;
* Kael is an Electro-Mancer and will try to use the Techniques from within the protection of the barrier. While the other mercenaries will fight to the death, if he is the last one standing, he will try to surrender by using the Chief Engineer as a hostage.&lt;br /&gt;
* All the Mercenaries will focus on ranged weapons, but they will also launch poison gas grenades that obscure vision while they wear gas masks.&lt;br /&gt;
&#039;&#039;&#039;3. Information / Interrogation:&#039;&#039;&#039;&lt;br /&gt;
* The hired mercenary guards will not give up any information if they are kept alive. They resist all intimidation. However, not so for Kael. If he is alive, he will attempt to trade information for his life. He will tell the Players that Archon Vandar somehow knows about the kidnapping of Lady Kaelen. That they have retrieved her from the slums and she is being escorted to a waiting ship at &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* The prisoners are also extra happy to be freed and while they do not know all the details, they do know &#039;they&#039; as in the mercenaries found what they where looking for, prosumably the missing royal and have taking the &#039;target&#039; to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039; (leads directly to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]).&lt;br /&gt;
* If somehow everyone is dead, including the captives, then the Players can check the computer systems with a DC 14 [[Computer_Use|Computer Use]] or with a [[Perception]] check DC 12 to find Kael&#039;s key card to unlock the computer system and find the same information.&lt;br /&gt;
* Kael&#039;s computer logs also reveal more information. A direct order, coded personally by Archon Vandar: &amp;quot;Lady Kaelen is secured. Move her to Sector 9 Cargo Docks. Execute the merchant boy Valen and broadcast the station distress beacon the moment Prince Jarek&#039;s vanguard drops out of warp. Kill anyone that may know what has transpired. The imperial annexation must proceed without loose ends.&amp;quot; &lt;br /&gt;
&#039;&#039;&#039;4. Freeing Chief Engineer Garr (Social / Utility):&#039;&#039;&#039;&lt;br /&gt;
* Untying Garr and restoring control of the refinery earns the crew his immense gratitude.&lt;br /&gt;
* He promises to send his trusted crew to personally tell the Station&#039;s governmental body. He patches into your personal comms and gives you access to the quickest way to Sector 9 with his personal &#039;&#039;&#039;Industrial Master Bypass Fob&#039;&#039;&#039;. He will radio in when he gets access to the camera feed.&lt;br /&gt;
&lt;br /&gt;
=== Beltway Hab 42 (Lower Habitation) ===&lt;br /&gt;
This encounter varies depending on how much the Players have already done. The first section of flavor text and then one of the following sections based on conditions.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The lower residential tier of Beltway Habitation, or Hab for short, is a dim, claustrophobic labyrinth of corrugated metal bulkheads, flickering lights, and exposed pipes with faded warning labels explaining extreme heat or cold. The narrow corridor is deathly quiet—save for the low hum of life-support ventilators.&lt;br /&gt;
&lt;br /&gt;
Outside Hab 42, you immediately see the magnetic door has been violently blown off its track and lies crumpled against the far wall. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have finished either &#039;&#039;&#039;Smuggler&#039;s Den&#039;&#039;&#039; and/or &#039;&#039;&#039;Medical Clinic&#039;&#039;&#039; then read the following.  &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, the sharp stench of scorched wiring and fresh plasma discharge hits your nose. Inside, the cramped living space has been torn apart: furniture is smashed, detritus litters the floor. It is a two-bedroom apartment. The living space and kitchenette are part of the main room you enter first. The door to the bedroom is left ajar, and a soft glow of lamplight comes through the crack in the doorway.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If the Players have only completed &#039;&#039;&#039;Customs &amp;amp; Arrival Port&#039;&#039;&#039; and &#039;&#039;&#039;Gilded Comet Casino&#039;&#039;&#039;. (exclude non-primary PoIs) &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As you step near the entryway, you hear noises of movement inside. Hushed voices are talking.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Valen rented Hab 42 in the Belthway under a forged maintenance permit as a temporary safehouse while he and Lady Kaelen attempted to arrange an off-station escape transport. If the Players come directly from the Guilded Comet without completing other primary PoIs, then while Lady Kaelen has already been moved, there are a few mercenaries left. They are the &#039;cleanup crew&#039; and they are scrubbing the room of any possible links to Archon Vandar as well as setting traps. If the Players have already encountered other primary PoIs such as the Medical Clinic or Smuggler&#039;s Den, then the place has been abandoned, and the traps have been set; Vandar is bleeding out and is moments from death.&lt;br /&gt;
* &#039;&#039;&#039;The Ambush:&#039;&#039;&#039; Archon Vandar’s strike team tracked Valen and Kaelen here, breached the door with breaching charges, subdued Valen with lethal force, and dragged Lady Kaelen away to &#039;&#039;&#039;Sector 9 Cargo Docks&#039;&#039;&#039;. They left Valen for dead, stuffed in a locker. They also left a nasty trap both on the door and in the room just in case he survives and tries to escape, or someone else comes and gets him before he bleeds out.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located on Lower Habitation Sub-Level 6. The surrounding Belter residents are terrified, locking themselves inside their pods and ignoring the chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Valen (Merchant’s Son &amp;amp; Key Plot Witness):&#039;&#039;&#039; A young, handsome Aconian merchant&#039;s son, currently unconscious, concussed, and actively bleeding out from severe wounds. When stabilized, he provides the central plot twist: Archon Vandar orchestrating the fake runaway and betrayal to justify annexation.&lt;br /&gt;
:* &#039;&#039;&#039;Nervous Neighbor (Hab 43):&#039;&#039;&#039; A frightened elderly couple that are retired belt miners peeking through the reinforced viewport of the neighboring unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;1. Entering before the &#039;Cleaning Crew&#039; are finished (Combat):&#039;&#039;&#039;&lt;br /&gt;
* The moment the two mercenaries doing &#039;clean up&#039; see you, they open fire. There is no negotiation. &lt;br /&gt;
* If the Players choose to sneak up on the mercenaries with opposing [[Stealth]] checks and succeed, the Mercs talk about hurrying up because the &#039;target&#039; has been sent to &#039;&#039;&#039;the Cargo Docks&#039;&#039;&#039; (leads to [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]]) and that once &#039;&#039;&#039;the boss&#039;&#039;&#039; knows the target is secure he is gonna signal the fleet to hurry up. And they do not want to be left behind. They also debate whether Valen is already dead.&lt;br /&gt;
&#039;&#039;&#039;2. Entering after the &#039;Cleaning Crew&#039; have left (Traps):&#039;&#039;&#039;&lt;br /&gt;
* DC 9 [[Perception]] check. A fight with deadly weapons happened here and not that long ago. It looks like at least 4 people entered forcefully and surrounded someone or someones.&lt;br /&gt;
* DC 10 [[Perception]] check. You notice someone peeking through their window on the other side of the walkway in Hab 43. They see you enter and try to quickly hide by closing the shutters again.&lt;br /&gt;
* DC 13 [[Perception]] check shows a few fresh droplets of blood on the ground heading towards a locked cabinet.&lt;br /&gt;
* DC 15 [[Perception]] check for all the damage; it appears that this place has been scrubbed clean. You can tell something happened here, but there is nothing left behind to find. Nothing that could point to anybody. You get the feeling this place was cleaned of evidence. You bet that not even a hair from whoever did this could be found here.&lt;br /&gt;
* DC 20 [[Perception]] check: you notice the trap set in the doorway into the bedroom area.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the locker itself can be done to determine if the Locker room door is trapped.&lt;br /&gt;
* DC 17 [[Perception]] or [[Study]] check on the doorway into the bedroom itself to determine if it is trapped.&lt;br /&gt;
* DC 16 [[Disable Device]] or [[Demolitions]] to disable the device and open the Locker door.&lt;br /&gt;
&#039;&#039;&#039;3. Saving Valen&#039;s Life (Treat Injury AND Diplomacy):&#039;&#039;&#039;&lt;br /&gt;
* Players must perform &#039;&#039;&#039;both&#039;&#039;&#039; a medical stabilization check and a Diplomacy check to help Valen:&lt;br /&gt;
* &#039;&#039;&#039;Step 1: Stabilizing the Wounds (DC 20 [[Treat_Injury|Treat Injury]]):&#039;&#039;&#039; Valen is in critical condition, unconscious, and dying. A player must succeed on a DC 20 [[Treat_Injury|Treat Injury]] check to stop the hemorrhage and revive him.&lt;br /&gt;
:* &#039;&#039;Taking 20 (Time Trade-Off):&#039;&#039; A player may choose to &#039;&#039;&#039;Take 20&#039;&#039;&#039; on this check to guarantee success, but doing so takes &#039;&#039;&#039;20 minutes of in-game time&#039;&#039;&#039;—a critical cost with the Aconian fleet rapidly approaching orbital strike range.&lt;br /&gt;
* &#039;&#039;&#039;Step 2: Calming &amp;amp; Interrogating (DC 13 [[Diplomacy]]&#039;&#039;&#039; Once conscious, Valen wakes up in a state of wild panic and grief, screaming for Kaelen and trying to reach for nonexistent weapons. Calming him down gets him to reveal the entire conspiracy:&lt;br /&gt;
:* Valen tells his story:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
It was Archon Vandar... he secretly contacted me weeks ago, offering money, forged credentials, and information to help Kaelen escape her arranged marriage to Prince Jarek! He has dealings with my father and knows that Kaelen and I have eyes for each other. She stayed at Vandar&#039;s estate for several summer seasons. Those were wonderful summers... But Vandar is a crooked liar! It was all a setup, one he knew I would stupidly fall for! His strike team stormed in here... they shot me and dragged Kaelen to the Cargo Docks. They were gonna leave me to die, rig the place to blow to ensure no evidence remained. It was all staged to make it look like a heroic &#039;rescue&#039; of Kaelen, and blame people on the station for her kidnapping to give Prince Jarek justification to annex Comet&#039;s Home! For Acanian, under Archon Vandar&#039;s rule, no doubt!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:* &#039;&#039;The Crucial Evidence:&#039;&#039; Valen tells the party he hid a backup of his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, containing the direct message logs, bank transfers, and safehouse blueprints provided to him by Archon Vandar—irrefutable proof of Vandar&#039;s treason. It is well hidden but would probably have been destroyed in the blast.&lt;br /&gt;
&#039;&#039;&#039;4. Interviewing the Neighbor (Social):&#039;&#039;&#039;&lt;br /&gt;
* Knocking on Hab 42 or questioning the irate elderly couple:&lt;br /&gt;
* A DC 14 [[Diplomacy]] check with the neighbor gets them to open the latch slightly and angrily admit seeing four heavily armed mercenaries in gray tactical armor dragging a hooded woman into a Freight Elevator roughly twenty minutes ago. The elderly couple argues about what they could have done. They note that the Freight Elevator&#039;s computer terminal is easily accessible and that someone with &amp;quot;half a brain&amp;quot; could retrieve today&#039;s logs. Nobody used the Elevator in hours because everyone who would have had to rush to the Customs departure port. In the hopes of &amp;quot;Getting off this can&amp;quot;. &lt;br /&gt;
* A DC 12 [[Computer Use]] check can be used to get the logs of the Freight Elevator and inform the Players that roughly 20 minutes ago it picked up &#039;Freight&#039; here and dropped it off at [[#The_Climax:_Sector_9_Cargo_Docks|Sector 9 Cargo Docks]].&lt;br /&gt;
&lt;br /&gt;
=== The Climax: Sector 9 Cargo Docks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sector 9 is a colossal, vaulted freight bay surrounded by towering stacks of magnetized shipping containers, suspended gantry cranes, and the deep, sub-audible hum of atmospheric force-field emitters holding back the cold vacuum of space. Through the massive transparent bay doors, the jagged comet tail stretches into the stars—where the flashing red warp signatures of Prince Jarek’s incoming battle fleet have just begun dropping out of hyperspace.&lt;br /&gt;
&lt;br /&gt;
Parked on the central landing pad is an unmarked, black-armored stealth transport with its sub-light thrusters whining in warm-up cycle. Tied to a heavy cargo crate near the boarding ramp is Lady Kaelen in energy cuffs, her eyes blazing with defiance as she glares at the mercenary commander barking orders into a tactical comms link. Beside her, an automated broadcast dish is locking onto the imperial fleet&#039;s frequency, ready to transmit the fabricated &amp;quot;kidnapping distress signal&amp;quot; that will seal the station’s doom.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Archon Vandar’s elite strike team is preparing to extract Lady Kaelen. Their plan is to execute their scapegoats, board their stealth shuttle, and transmit a false emergency beacon to Prince Jarek’s fleet claiming Belter extremists executed Valen and kidnapped Kaelen—giving the Prince the casus belli to open fire and occupy Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;The Looming Clock:&#039;&#039;&#039; The Aconian Armada is already entering orbital range. The party has mere minutes to stop the broadcast, secure Kaelen, and decide the station&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Entry Points &amp;amp; Tactical Paths:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Path A: Ground Assault / Infiltration (Arriving from Beltway Hab 42):&#039;&#039;&#039;&lt;br /&gt;
::* The party emerges from &#039;&#039;&#039;Freight Elevator 9&#039;&#039;&#039; directly onto the lower deck among rows of magnetized cargo containers and automated forklift drones.&lt;br /&gt;
::* &#039;&#039;Tactical Advantage (The Evidence of Betrayal):&#039;&#039; If the party stabilized Valen and carries his &#039;&#039;&#039;Personal Encrypted Datapad&#039;&#039;&#039;, they have direct proof of Vandar&#039;s conspiracy. If a stabilized Valen accompanies the party, Lady Kaelen spots him immediately. Her morale surges, and she uses her Aconian combat training to actively kick and distract her guard during Round 1, granting the party &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on all attack rolls in the opening round.&lt;br /&gt;
:* &#039;&#039;&#039;Path B: High-Ground Infiltration (Arriving from Refinery Control Room):&#039;&#039;&#039;&lt;br /&gt;
::* The party emerges from the &#039;&#039;&#039;Overhead Maintenance Gantries&#039;&#039;&#039; 30 feet above the cargo floor, overlooking the entire bay.&lt;br /&gt;
::* &#039;&#039;Tactical Advantage (Environmental Overrides):&#039;&#039; With &#039;&#039;&#039;Chief Engineer Garr&#039;s Industrial Master Bypass Fob&#039;&#039;&#039;, a character can access the overhead crane console (DC 12 [[Computer_Use|Computer Use]] or [[Disable_Device|Disable Device]]):&lt;br /&gt;
:::* &#039;&#039;Crane Drop:&#039;&#039; Drop a 5-ton cargo container directly between the mercenaries and the shuttle, instantly crushing one mercenary and cutting off their line of sight.&lt;br /&gt;
:::* &#039;&#039;Atmospheric Lockdown / Blackout:&#039;&#039; Kill the bay lights to plunge the dock into darkness (granting total concealment to stealthy characters) or override the shuttle’s magnetic landing clamps to prevent it from taking off.&lt;br /&gt;
:::* Carrying &#039;&#039;&#039;Vandar&#039;s Recorded Orders&#039;&#039;&#039; allows the party to broadcast Vandar&#039;s voice directly across the bay&#039;s PA speakers, throwing the mercenaries into immediate confusion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Lady Kaelen (Aconian Royal):&#039;&#039;&#039; A fierce, proud noblewoman. Bound in energy restraints, but furious at Vandar&#039;s betrayal and ready to fight the moment she is freed.&lt;br /&gt;
:* &#039;&#039;&#039;Strike Commander Drake (Vandar’s Elite Enforcer):&#039;&#039;&#039; A heavily cyberized mercenary commander in powered combat armor equipped with a heavy plasma carbine, personal kinetic shielding, and a wrist-mounted shock blade.&lt;br /&gt;
:* &#039;&#039;&#039;Vandar Strike Operatives (Equal to Party Size):&#039;&#039;&#039; Hardened mercenaries providing covering fire behind reinforced freight crates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Standoff:&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* &#039;&#039;&#039;1. Combat:&#039;&#039;&#039; A dynamic firefight utilizing moving cranes, explosive fuel barrels, and container cover.&lt;br /&gt;
* &#039;&#039;&#039;2. Stealth Infiltration (DC 14 [[Stealth]] &amp;amp; DC 13 [[Disable_Device|Disable Device]]):&#039;&#039;&#039; Sneaking along the shadows to disable the broadcast transmitter dish and release Kaelen’s energy cuffs before the mercenaries realize the party is there.&lt;br /&gt;
* &#039;&#039;&#039;3. Psychological Pressure (DC 15 [[Intimidate]] or [[Diplomacy]]):&#039;&#039;&#039; Confronting Commander Drake with Vandar’s recorded betrayal and proof of the fleet&#039;s arrival, convincing his mercenaries that Vandar will discard them as loose ends the moment the armada lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Three Story Resolutions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Option A: Expose the Archon (The Grand Triumph):&#039;&#039;&#039;&lt;br /&gt;
:* Using the cargo bay&#039;s main broadcast array (or Herald Malakor&#039;s ship channel), the party streams Valen&#039;s datapad logs and Vandar&#039;s recorded orders directly to Prince Jarek’s flagship as the fleet surrounds the station.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; Prince Jarek halts the orbital bombardment, publicly arrests Archon Vandar for high treason, and withdraws the armada. Kaelen and Valen are pardoned but choose to slip away into exile on the frontier to live freely. The station is saved!&lt;br /&gt;
* &#039;&#039;&#039;Option B: Yield to the Empire (The Imperial Compromise):&#039;&#039;&#039;&lt;br /&gt;
:* The party defeats the mercenaries and hands Lady Kaelen over to Prince Jarek when the imperial landing craft touches down.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; The station is spared military destruction and granted generous trade concessions, but Kaelen is forced to marry Prince Jarek, and Valen is arrested for treason unless the party uses their influence/wealth to help him flee.&lt;br /&gt;
* &#039;&#039;&#039;Option C: Smuggle and Run (The Outlaw Escape):&#039;&#039;&#039;&lt;br /&gt;
:* The party commandeers the stealth transport (or &#039;&#039;The Ispan&#039;&#039;), loading Kaelen and Valen aboard and launching into the outer rim before the blockade closes.&lt;br /&gt;
:* &#039;&#039;Outcome:&#039;&#039; The lovers escape together into deep space. The station faces temporary imperial occupation and heavy fines, but the crew earns eternal gratitude and a massive underground bounty (5,000 ISC).&lt;br /&gt;
&lt;br /&gt;
== Red Herring Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Silo 13 (Gas Silos - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The catwalks of the Fuel Storage Annex rattle violently underfoot as massive cryogenic pumps thrum deep within the station&#039;s structural ribs. Giant, frost-covered spherical silos loom out of the shadows, wrapped in a labyrinth of hissing high-pressure pipes and flickering yellow hazard beacons. &lt;br /&gt;
&lt;br /&gt;
The air here is freezing cold and stinks of raw ammonia and volatile comet fuel. Through the chemical fog near Silo 13, sparks shower down from an exposed manifold where several shadowy figures in pressurized welding masks are frantically wrenching open an emergency siphon valve. At the sound of your footsteps on the metal grate, the figures freeze—and three plasma cutters and slug-pistols snap directly toward you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed the chemical soot and the discarded &amp;quot;Refinery Batch 88-Delta / Transfer to Silo 13&amp;quot; tag from Landing Pad 4, or were tracking the illicit fuel containers offloaded from &#039;&#039;The Ispan&#039;&#039;, suspecting Kaelen was stashed in the fuel silos.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are no royals or fugitives here. Silo 13 is the site of a frantic, illicit fuel-siphoning operation run by desperate Belter wildcat miners stealing station gas to power their own escape craft before the Aconian blockade hits.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Navigating the freezing labyrinth of industrial conduits, defusing the armed standoff, and inspecting the fuel tanks burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game investigation time before the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Barek (Ovex Wildcat Miner):&#039;&#039;&#039; A hulking, four-armed Ovex Belter covered in frost-resistant work overalls, wielding a heavy industrial spanner and a primed rivet gun. Stressed, defensive, and desperate to secure enough fuel for his crew and family to flee the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
---&lt;br /&gt;
&#039;&#039;&#039;1. De-escalating the Armed Standoff (Social Encounter):&#039;&#039;&#039;&lt;br /&gt;
* Barek&#039;s crew is on hair-trigger alert, assuming the players are station security or corporate enforcers sent to seize their stolen fuel.&lt;br /&gt;
* A DC 14 [[Diplomacy]] check calms Barek down and convinces him that the party doesn&#039;t care about stolen fuel and is only tracking a missing person.&lt;br /&gt;
* A DC 14 [[Intimidate]] check out-muscles Barek with an aggressive show of force, causing the wildcatters to lower their weapons and back away from the valve.&lt;br /&gt;
* A DC 13 [[Bluff]] check convinces the miners that the party are off-duty inspectors willing to turn a blind eye.&lt;br /&gt;
&#039;&#039;&#039;2. Questioning Barek &amp;amp; The Reality (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
* If the players ask about &#039;&#039;The Ispan&#039;&#039;, the Pad 4 cargo, or missing Aconian nobles:&lt;br /&gt;
:* Barek spits onto the frosted grate and laughs bitterly: &amp;quot;Royals? Down in the freezing muck of Silo 13? You&#039;re out of your minds. &#039;&#039;&#039;The Ispan&#039;&#039;&#039; brought in three leaky, half-sealed containers of raw volatile gas to Pad 4 earlier. Our crew bought the lot off a black-market broker on the spot—everyone down here is frantic for whatever fuel they can get before the armada seals the sector. I was right here when we hauled the tanks in. It was just dirty, leaking gas cylinders and coughing dockhands. Nobody saw any fancy royals.&amp;quot;&lt;br /&gt;
:* A DC 13 [[Perception]] or DC 13 [[Study]] check confirms the open silo contains only half-filled tanks of volatile liquid gas and siphoning hoses—zero signs of any passengers, disguises, or royal presence.&lt;br /&gt;
&#039;&#039;&#039;3. Hazards &amp;amp; The Payoff (Skill / Reward):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hazard — Ruptured Manifold:&#039;&#039;&#039; A damaged pressure valve starts violently venting freezing, flammable gas during the conversation. A DC 14 [[-_Mechanical|Craft Mechanical]] or DC 14 [[Tech|Knowledge Technology]] check assists Barek in sealing the rupture, earning the crew&#039;s genuine gratitude.&lt;br /&gt;
* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; Barek offers the party &#039;&#039;&#039;400 ISC&#039;&#039;&#039; (or 2 canisters of &#039;&#039;Industrial Hull Sealant Foam&#039;&#039;) as a &amp;quot;keep quiet&amp;quot; courtesy so they won&#039;t report the siphon tap to station dispatch.&lt;br /&gt;
&lt;br /&gt;
=== Consulate Office (VIP Suites, Gilded Comet - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The top floor of the Gilded Comet Casino is a secluded enclave of silent, deep-pile crimson carpeting, soft ambient brass lighting, and polished synth-mahogany doors inlaid with gilded Aconian sunburst crests. Brass memorial plaques along the wood-paneled hallway proudly commemorate the &amp;quot;Consulate&#039;s Quarters&amp;quot;—a lingering title from centuries past. &lt;br /&gt;
&lt;br /&gt;
Unlike the chaotic, smoke-filled gambling halls below, this corridor is deathly quiet. But as you step toward the high-end suites, the silence is broken by a muffled crash and frantic shrieking coming from one set of double doors, while the neighboring grand suite stands chillingly ajar in total darkness.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Backstory:&#039;&#039;&#039; Centuries ago when Comet&#039;s Home was first constructed, an Aconian imperial ambassador arrived to negotiate trade treaties. The station lacked formal diplomatic housing, so the ambassador was put up in the casino&#039;s penthouse. He loved the games, drinks, and luxury so much that he flatly refused to leave even after a proper embassy was built. Ever since, the casino&#039;s ultra-luxury VIP wing has been traditionally known as the &#039;&#039;&#039;&amp;quot;Consulate Office&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; There are several private suites on this floor, but the party only has time and access to investigate two specific suites:&lt;br /&gt;
# &#039;&#039;&#039;Suite 101 (The Grand Imperial Suite):&#039;&#039;&#039; Checked out to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, a high-ranking Aconian dignitary who covertly arrived with a heavily armed squad officially registered as his &amp;quot;private security&amp;quot; ahead of Prince Jarek’s armada.&lt;br /&gt;
# &#039;&#039;&#039;Suite 104 (The Diplomatic Suite):&#039;&#039;&#039; Occupied by &#039;&#039;&#039;Envoy Cassian&#039;&#039;&#039;, a pompous, low-ranking trade delegate dealing with a domestic crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Thoroughly clearing, tossing, and investigating both suites burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without yielding any direct leads on Lady Kaelen’s current whereabouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Envoy Cassian (Aconian Trade Delegate):&#039;&#039;&#039; A vain, cowardly bureaucrat in ruffled silks and a powdered wig-crest who is on the station merely to audit silicate tariffs. Completely self-absorbed and oblivious to the broader political crisis, assuming any visitors are emergency hotel staff sent to rescue his room.&lt;br /&gt;
:* &#039;&#039;&#039;&amp;quot;Nibbles&amp;quot; (Exotic Void-Ferret):&#039;&#039;&#039; Cassian&#039;s hyperactive, six-legged indigo alien pet, currently terrorizing Suite 104.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Suite 101: Archon Vandar’s Abandoned Staging Room (Perception / Study):&#039;&#039;&#039;&lt;br /&gt;
::* Stepping into the grand suite reveals a luxurious penthouse that was recently used as an operational staging post and abandoned in extreme haste.&lt;br /&gt;
::* A DC 13 [[Perception]] check finds heavy boot scuffs, discarded molded foam inserts from military-grade heavy weapon crates, empty tactical ration packs, and disassembled comm-scrambler docking cradles with their storage chips systematically torched.&lt;br /&gt;
::* A DC 13 [[Study]] or DC 13 [[Computer_Use|Computer Use]] check queries the suite&#039;s private foyer terminal and baggage manifests:&lt;br /&gt;
:::* &#039;&#039;The Discovery:&#039;&#039; The suite was registered to &#039;&#039;&#039;Archon Vandar&#039;&#039;&#039;, accompanied by an elite squad logged on paper as his &amp;quot;private security detail.&amp;quot; The registration stamps reveal they arrived on the station just prior to the emergency broadcast—a remarkably suspicious arrival time that predates the official fleet mobilization.&lt;br /&gt;
:::* &#039;&#039;The Dead End:&#039;&#039; The room makes the party fully aware of Archon Vandar, his presence on the station, and his dangerous &amp;quot;security guards,&amp;quot; but all mission manifests, target files, and tactical logs were thoroughly wiped. There is no evidence explaining *why* Vandar is here or where Lady Kaelen is currently located.&lt;br /&gt;
:* &#039;&#039;&#039;2. Suite 104: Envoy Cassian &amp;amp; The Void-Ferret Chase (Skill Encounter):&#039;&#039;&#039;&lt;br /&gt;
::* Entering the neighboring suite reveals Envoy Cassian standing atop a velvet sofa with his robes hitched up, screaming in terror as his exotic six-legged void-ferret darts across ceiling chandeliers, knocking over antique vases and shredding silk tapestries.&lt;br /&gt;
::* Cassian refuses to speak until his pet is caught:&lt;br /&gt;
:::* A DC 13 [[Acrobatics]] or [[Athletics]] check leaps across furniture to cut off the ferret as it darts along high curtain rods.&lt;br /&gt;
:::* A DC 14 [[Survival]] or [[Sleight_of_Hand]] check corners the agile beast behind an overturned credenza or lures it into an emergency carrier with luxury sweetmeats.&lt;br /&gt;
::* &#039;&#039;&#039;Questioning Cassian (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
:::* Once calmed with a glass of synth-wine, Cassian scoffs at any mention of Lady Kaelen: &amp;quot;Lady Kaelen? On this dreary mining rock? Absolute nonsense! If a royal of the Old Dynasty were here, the Imperial Protocol Directorate would have requisitioned this entire floor weeks ago. I am merely auditing silicate tariffs! I know nothing of runaways or conspirators.&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms he is an utterly clueless bureaucrat.&lt;br /&gt;
:* &#039;&#039;&#039;3. The Payoff (Reward):&#039;&#039;&#039;&lt;br /&gt;
::* Relieved and grateful for the rescue of his prized pet, Cassian rewards the party with an &#039;&#039;&#039;Ornate Aconian Silk Sash&#039;&#039;&#039; (a luxury accessory worth &#039;&#039;&#039;400 ISC&#039;&#039;&#039; that grants a &#039;&#039;&#039;+1 circumstance bonus&#039;&#039;&#039; on social checks with high-society Aconians) and &#039;&#039;&#039;200 ISC&#039;&#039;&#039; in crisp imperial scrip.&lt;br /&gt;
&lt;br /&gt;
=== Hangar B (Herald&#039;s Vessel - Red Herring) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Beyond the heavy magnetic airlock of Private Hangar B, the grime of the mining station gives way to a spotless, white-enameled executive berth. Resting atop magnetic landing struts is a sleek, chrome-hulled Aconian courier yacht. Its polished hull gleams under brilliant white spotlights, embossed with the gold-leaf crest of Prince Jarek’s royal house. &lt;br /&gt;
&lt;br /&gt;
Two armored imperial sentries in ceremonial crimson cuirasses stand at attention at the bottom of the boarding ramp, their kinetic halberds gleaming and visor optics scanning the gantry. Through the yacht’s illuminated cockpit viewport, a rigid figure in high-collared diplomatic robes can be seen pacing back and forth, dictating into a holographic recording terminal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Players followed rumors from the Smuggler&#039;s Den that an ornate Aconian royal transport is docked in Hangar B, suspecting Lady Kaelen might be hiding aboard her own vessel.&lt;br /&gt;
* &#039;&#039;&#039;The Reality:&#039;&#039;&#039; The vessel does not belong to Kaelen. It is the personal courier ship of &#039;&#039;&#039;Herald Malakor&#039;&#039;&#039;, the formal envoy dispatched by Prince Jarek to deliver the official martial law declaration and demand the station&#039;s unconditional surrender once the fleet arrives.&lt;br /&gt;
* &#039;&#039;&#039;The Time Cost (Time-Wasters):&#039;&#039;&#039; Infiltrating the private hangar, bypassing or deceiving the elite guards, and searching the ship&#039;s comms logs burns &#039;&#039;&#039;1.5 to 2 hours&#039;&#039;&#039; of precious in-game time without providing any clues to Lady Kaelen&#039;s current hideout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Key NPCs:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Herald Malakor (Prince Jarek’s Royal Envoy):&#039;&#039;&#039; A stern, haughty Aconian herald with rigid posture, wearing gold-embroidered formal heraldic robes. Completely loyal to Prince Jarek. He genuinely believes Lady Kaelen was violently abducted by Belter terrorists and views everyone on the station as mutinous conspirators.&lt;br /&gt;
:* &#039;&#039;&#039;Imperial Honor Guards (2 Sentries):&#039;&#039;&#039; Disciplined, stoic Aconian palace guards in heavy armor equipped with stun-halberds and sidearms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Gaining Access to the Hangar (Stealth / Social):&#039;&#039;&#039;&lt;br /&gt;
::* The boarding ramp is secured by the two honor guards and a biometric gangway seal.&lt;br /&gt;
::* A DC 13 [[Stealth]] or DC 14 [[Disable_Device|Disable Device]] check allows the party to slip across the overhead gantry walkways and bypass the executive slip&#039;s motion sensors to reach the ship&#039;s auxiliary airlock.&lt;br /&gt;
::* A DC 14 [[Bluff]] or DC 14 [[Diplomacy]] check poses as station administrative liaisons sent to deliver formal diplomatic docking permits to the Herald.&lt;br /&gt;
:* &#039;&#039;&#039;2. Confronting Herald Malakor (No Clues / Dead End):&#039;&#039;&#039;&lt;br /&gt;
::* If the party speaks with Malakor or demands to know if Lady Kaelen is aboard:&lt;br /&gt;
:::* Malakor is utterly indignant and sneers at the party: &amp;quot;You dare accuse the Prince&#039;s own herald of harboring the abducted Lady? She was kidnapped by you station vermin! Prince Jarek’s wrath is already upon you. I am here solely to record the formal terms of unconditional surrender. When the armada arrives, this entire rock will be placed under imperial martial governance!&amp;quot;&lt;br /&gt;
:::* A DC 13 [[Sense_Motive]] check confirms Malakor is completely truthful—he is fiercely loyal to Prince Jarek, knows nothing of Valen or Archon Vandar’s plot, and has zero knowledge of where Kaelen actually is.&lt;br /&gt;
:* &#039;&#039;&#039;3. Hacking the Ship’s Telemetry Logs (Computer Use — The Payoff):&#039;&#039;&#039;&lt;br /&gt;
::* If players access the cockpit&#039;s communications terminal or hack the yacht&#039;s flight computer:&lt;br /&gt;
::* A DC 14 [[Computer_Use|Computer Use]] check slices into the encrypted imperial military channel, revealing Prince Jarek’s fleet approach vectors and real-time jump countdown.&lt;br /&gt;
::* &#039;&#039;&#039;The Payoff:&#039;&#039;&#039; The hacked data provides exact tactical telemetry on the fleet’s arrival time, giving the party precise knowledge of how much time they have left before the final orbital siege begins.&lt;br /&gt;
&lt;br /&gt;
== Utility &amp;amp; Flavor Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Drifter&#039;s Depot (General Store - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Towering metal shelves reach all the way to the exposed ceiling conduits, crammed with refurbished rebreathers, magnetic boots, coils of high-tensile tether, and crates of salvaged mining components. The air smells of vulcanized rubber, stale packing foam, and machine oil. &lt;br /&gt;
&lt;br /&gt;
Perched atop a reinforced stool behind the wire-mesh counter is Jax—a grizzled, three-foot-tall Murid wearing a heavy leather work apron with tinted darkvision goggles pushed up onto his brow. His large, round ears twitch at every creak in the corridor, and his tail flicks with mild impatience as his dexterous paws strip the wiring from a disassembled plasma torch.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A packed surplus warehouse and salvage shop run by &#039;&#039;&#039;Jax&#039;&#039;&#039;, a grumpy but fair retired Murid Belter miner. Having spent decades cutting rock in the outer belt, Jax knows every tool, seal, and hazard on the station and runs the premier hardware post on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located along Freight Spur 4B near the mid-deck cargo lifts. The corridor outside reverberates with the hydraulic hiss of freight elevators and the rumble of automated pallet-loaders moving ore containers.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can restock or purchase equipment from the [[General_Equipment|General Equipment]] list using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Shopping &amp;amp; Haggling:&#039;&#039;&#039; Players can buy standard adventuring gear (rebreathers, comm-links, glow-rods, repair kits, medical packs). A DC 13 [[Diplomacy]] or [[Bluff]] check (or speaking in the Murid &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039; dialect) earns Jax&#039;s respect, securing a 10% discount on non-electrical gear or a free roll of industrial hull sealant tape.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Suspicious Buyer (Valen&#039;s Lead):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social (DC 12 [[Diplomacy]] or [[Sense_Motive]]):&#039;&#039;&#039; Buying at least 100 ISC of supplies or appealing to station solidarity gets Jax grumbling about a frantic young Aconian (Valen) who came in earlier. Valen bought two high-grade radiation hazard suits and emergency water filters with crisp off-station credits, yet fumbled like an amateur when trying to seal the hazard suit collars.&lt;br /&gt;
:* &#039;&#039;&#039;3. Observation &amp;amp; Scouting (Perception):&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check notices that Jax&#039;s sales terminal on the counter is currently logged in and completely unlocked, making it easy to access while his back is turned.&lt;br /&gt;
::* A DC 15 [[Perception]] check allows less morally upright crews to scout the back storage cage, revealing heavy reinforced magnetic deadbolts (DC 18 [[Disable_Device]]), a hidden kinetic floor sensor, and an electrified overhead capacitor—making it clear that attempting to rob the old miner would be a dangerous headache.&lt;br /&gt;
::* &#039;&#039;&#039;Accessing the Terminal (DC 12 [[Computer_Use]] or [[Sleight_of_Hand]]):&#039;&#039;&#039; Accessing Jax&#039;s unlocked terminal while he is distracted allows players to pull the recent sales log, confirming the hazard suits were billed under a stolen employee ID registered to &#039;&#039;&#039;Beltway Hab 42&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;4. Specialized Scavenger Tools:&#039;&#039;&#039;&lt;br /&gt;
:: Jax keeps specialized Belter mining gear in the back cage for serious crews:&lt;br /&gt;
::* &#039;&#039;&#039;Heavy Plasma Torch (Tech Level 2):&#039;&#039;&#039; Grants a +2 bonus on [[Disable Device]] or [[Ability_Themes#Strength_(Str)|Strength]] checks to breach sealed doors, bulkheads, or ventilation grates (Procure DC 14 or 75 ISC).&lt;br /&gt;
::* &#039;&#039;&#039;Industrial Mag-Tether:&#039;&#039;&#039; Can anchor up to 400 lbs in zero-g, vertical maintenance shafts, or elevator conduits (Procure DC 11 or 25 ISC).&lt;br /&gt;
&lt;br /&gt;
=== Void-Forge Munitions (Weapons &amp;amp; Armor - Utility) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Heavy blast doors slide open to reveal a reinforced bunker-style armory smelling sharply of gun oil, ozone, and aerosolized bore solvent. Racks of slugthrowers, laser carbines, vibro-blades, and heavy ballistic vests line the bulkheads behind reinforced plasteel glass. &lt;br /&gt;
&lt;br /&gt;
Perched on an elevated hydraulic platform behind the counter is Calyx—a three-foot-tall Grayling whose sleek, slate-gray skin is patterned with luminescent crimson ballistic tattoos. A gleaming chrome cybernetic arm extends from her shoulder, and a multi-spectrum optical lens whirs over one of her large dark eyes as she calmly dry-fires a heavy combat rifle, sizing you up with cold, calculating precision.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A fortified, high-security armory run by &#039;&#039;&#039;Calyx&#039;&#039;&#039;, a sharp-tongued Grayling veteran and master weaponsmith. Despite her diminutive frame, Calyx’s cybernetic enhancements and encyclopedic knowledge of ballistics make her one of the most respected—and feared—merchants on Comet&#039;s Home.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located off the station&#039;s Security Concourse near Docking Ring Beta. The storefront is shielded behind motorized blast shutters, with a pair of ceiling-mounted automated micro-turrets humming softly in standby mode.&lt;br /&gt;
* &#039;&#039;&#039;Function (Purchasing):&#039;&#039;&#039; Players can buy firearms, ammunition, tactical gear, and armor from the [[Weapons]] and [[Armor]] lists using their Credit Score or hard cash ISC ([[Wealth_and_Money|Wealth &amp;amp; Money]]).&lt;br /&gt;
:* &#039;&#039;&#039;Inventory Availability:&#039;&#039;&#039; All Tech Level 2 and Tech Level 3 items with a Procure Difficulty of 2 or lower are available in stock. All Tech Level 3 items carry a +20% price markup due to frontier import costs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Investigations:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Arming Up &amp;amp; Custom Weapon Tuning:&#039;&#039;&#039;&lt;br /&gt;
::* Players can purchase standard weapons, armor, and ammunition.&lt;br /&gt;
::* &#039;&#039;&#039;Grayling Precision Tuning:&#039;&#039;&#039; Calyx can precision-tune one firearm&#039;s optics and barrel tolerances, granting a +1 bonus on the weapon&#039;s first attack roll in combat. This service costs &#039;&#039;&#039;300 ISC&#039;&#039;&#039;, or &#039;&#039;&#039;150 ISC AND&#039;&#039;&#039; a DC 13 [[-_Mechanical|Craft Mechanical]] or [[Tech|Knowledge Technology]] check to assist her. The GM should inform the players that performing this tuning takes &#039;&#039;&#039;20 minutes&#039;&#039;&#039; of in-game time.&lt;br /&gt;
:* &#039;&#039;&#039;2. The Mercenary Squad (Story &amp;amp; Rumor):&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Social Checks:&#039;&#039;&#039; A DC 14 [[Diplomacy]] check or a DC 18 [[Intimidate]] check gets Calyx talking. She mentions that a squad of tight-lipped Aconians tried to buy military-grade armor-piercing rounds and heavy weapons under the table earlier today, but she kicked them out because they lacked local licenses and had &amp;quot;the sloppy arrogance of off-world private hitmen.&amp;quot;&lt;br /&gt;
::* &#039;&#039;&#039;Bribes / Tipping:&#039;&#039;&#039; Placing hard cash on the counter loosens her tongue: each 100 ISC offered lowers the DC by 1 and grants the party another attempt to roll.&lt;br /&gt;
::* &#039;&#039;&#039;[[Sense_Motive]]:&#039;&#039;&#039; A [[Sense_Motive]] check can be rolled solely to determine if Calyx is telling the truth (she is completely truthful).&lt;br /&gt;
:* &#039;&#039;&#039;3. Security, Scouting &amp;amp; Anti-Theft:&#039;&#039;&#039;&lt;br /&gt;
:: Less scrupulous crews scouting the armory for potential theft or break-ins learn the following based on their [[Perception]] checks:&lt;br /&gt;
::* &#039;&#039;&#039;DC 14 [[Perception]]:&#039;&#039;&#039; Reveals that Calyx’s cybernetic ocular unit and neural link are directly wired to the ceiling turrets and electrified floor plates, making it clear that a direct robbery attempt would result in lethal crossfire.&lt;br /&gt;
::* &#039;&#039;&#039;DC 18 [[Perception]]:&#039;&#039;&#039; Identifies a subtle blind spot in the automated ceiling turrets&#039; sensor sweep pattern, revealing a viable path to sneak past them.&lt;br /&gt;
::* &#039;&#039;&#039;DC 20 [[Perception]]:&#039;&#039;&#039; Spots that the electronic keypad for entering the secure back storage room has noticeable physical wear on specific digits, granting a +2 bonus on [[Disable Device]] checks made to crack the lock.&lt;br /&gt;
&lt;br /&gt;
=== Heng&#039;s Cometary Noodles (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The smell of sizzling synth-protein, fermented chili paste, and steaming kelp broth usually makes Heng’s the loudest, warmest spot on Comet’s Home. But tonight, the usual roar of clinking glasses, slurped noodles, and Belter banter has gone dead quiet. &lt;br /&gt;
&lt;br /&gt;
Flickering overhead holo-screens loop an ominous emergency broadcast: the Aconian fleet is inbound, demanding a missing royal or threatening total martial annexation. Around the greasy corner booths, miners and scavengers nurse their tea in grim silence, keeping their eyes glued to the exits. Time is running out, the fleet is closing in, and anxiety hangs heavy in the steam-filled air.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; Wedged beneath the main atmospheric exhaust conduits on Sub-Level 3, Heng&#039;s is an open-front diner glowing under a buzzing, retrofitted neon sign shaped like a comet diving into a ramen bowl. Bolted swivel stools line a stainless-steel counter stained by decades of asteroid-kelp chili oil. It is run by &#039;&#039;&#039;Uncle Heng&#039;&#039;&#039;, a gregarious elderly Human Belter with a cybernetic optical loupe who knows everyone’s business.&lt;br /&gt;
:* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; The corridor outside is a high-traffic junction where fuel-stained asteroid miners and off-shift technicians pass by. Coolant lines sweat overhead, dripping onto metal floor grates that vibrate with the station&#039;s heavy ore processors.&lt;br /&gt;
:* &#039;&#039;&#039;Flavor:&#039;&#039;&#039; Spending 5 ISC on a steaming bowl of Uncle Heng&#039;s &amp;quot;Deep Core Spicy Kelp Noodles&amp;quot; and talking to the patrons grants the crew a temporary +1 bonus to their next Ability Check or Saving throw and reveals station rumors about Aconian agents lurking near the docks.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis Bio-Dome (Flavor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Stepping through the airlock into the Bio-Dome is like leaving the mining station behind entirely. The ever-present mechanical grinding and the harsh smell of ozone vanish, replaced by the rich aroma of damp loamy soil, crushed pine needles, and sweet natural oxygen. &lt;br /&gt;
&lt;br /&gt;
Underneath a reinforced geodesic dome looking out onto the silent, star-filled void and jagged asteroid belts, winding stone pathways weave between genetically engineered dwarf pines, bioluminescent fern beds, and a trickling water canal. Tending to a hydroponic flowering bush is Vera—a serene, green-skinned Volar botanist whose leafy head-bud gently sways as she mists the delicate flora.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; A climate-controlled botanical sanctuary and psychological decompression garden run by &#039;&#039;&#039;&#039;Vera&#039;&#039;&#039;, a gentle Volar botanist. It is the only true green space on Comet&#039;s Home, maintained to prevent space madness and cabin fever among deep-space Belters.&lt;br /&gt;
* &#039;&#039;&#039;Surroundings:&#039;&#039;&#039; Located atop the station’s Upper Spire overlooking the Promenade. The transparent dome provides a breathtaking view of the comet’s glowing tail and incoming freighter traffic, shielded by high-grade radiation baffles.&lt;br /&gt;
* &#039;&#039;&#039;Function (Rest &amp;amp; Respite):&#039;&#039;&#039; A peaceful, tranquil sanctuary where the party can rest, discuss plans in privacy, and escape the noisy industrial hum of the station.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Options &amp;amp; Interactions:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;1. Natural Rest (Psychological Decompression):&#039;&#039;&#039;&lt;br /&gt;
::* Spending 30 minutes resting quietly in the garden clears non-lethal stress and grants a +1 morale bonus to the party&#039;s next [[Ability_Themes#Wisdom_(Wis)|Wisdom]] or [[Sense Motive]] check.&lt;br /&gt;
:* &#039;&#039;&#039;2. Volar Herbal Tea:&#039;&#039;&#039;&lt;br /&gt;
::* Vera is naturally attentive to the physical well-being of others. If she notices that the characters are visibly hurt, exhausted from prior encounters, or if the players successfully socialize with her (DC 12 [[Diplomacy]]), she warm-heartedly offers them cups of freshly brewed &amp;quot;Deep Bloom Tea&amp;quot; (10 ISC or offered free to friendly guests).&lt;br /&gt;
::* Drinking the herbal tea grants &#039;&#039;&#039;Advantage (+1Ad)&#039;&#039;&#039; on saving throws against poison, sickness, or fatigue for the next 4 hours.&lt;br /&gt;
:* &#039;&#039;&#039;3. Private Planning &amp;amp; Anti-Surveillance:&#039;&#039;&#039;&lt;br /&gt;
::* A DC 12 [[Perception]] check allows players to recognize that the dense botanical canopy, trickling water canal, and lack of station electrical conduits provide total acoustic isolation—making the Bio-Dome one of the few places on Comet&#039;s Home completely immune to electronic eavesdropping, corporate wiretaps, or security listening bugs.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
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