Al Ternity Game Master

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    by Richa rd Ba k e r a nd Bil l Slavicse kby Richa rd Ba k e r a nd Bil l Slavicse k

    x clusive Pre vie w !Not for Resale

    Includes an introductory adventure: Cauldron St at ion.

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    SO YOU WANTTO BE THE

    GAMEMASTER?This section of the fa st-play rules

    booklet provides a n overview of the

    Ga mema sters role in an ALTERNITY

    ga me. It contains a short adventure

    tha t you can use to introduce your

    players to the ga me a nd familiarize

    yourself with modera ting a role-

    playing session.

    The Playe rs Fast-Play Rule s,

    which you ne ed to rea d first, pre-

    sents the ba re bones of the rule sys-

    tem. Rea d tha t section of the booklet

    if you ha vent done s o, a nd the n

    come back here.

    What does a Game master do? Ba-

    sically, he pres ents a dventure s for

    the pla yers to run their heroes

    through, and a cts a s the moderator

    of the ru les . In this se ction of the

    fas t-play ru les b ooklet, youll find

    a n introduction to the ALTERNITY

    ga me tha t can ge t you off to a g ood

    sta rt for your first gam e se ssion.

    The Role of theGamemasterAs the Ga mema ster, you have a

    numbe r of jobs to hand le during a nd

    between ga me se ssions. Unlike

    other types of ga mes that ha ve strict

    rules and d ea l with l imited situa-

    tions, a roleplaying ga me such a s

    the ALTERNITY game is a s wide open

    as the p layers imag inations. For

    this reason, the presen ce of a ga me

    modera tor to act as referee, story de-

    signer, an d na rrator is essen tial .

    The p layers interact with ea ch

    other an d the gam e environment

    through the a ctions of their chara c-

    ters, the heroes. The Ga mema ster

    describes ea ch scene, directs the ac-

    tion, a nd pla ys the roles of the sup -porting cast membersvillains, al-

    l ies, an d extras who inha bit the

    campa ign world.

    However, the Ga mem a ster isnt

    competing ag a inst the players.

    When the Ga memas ter and the

    players get together to tell a fun a nd

    exciting group story, everybody

    wins. Tha ts the power a nd a ppea l

    of roleplaying .

    KEYCONCEPTSLets ta ke a look at som e of the ke y

    concepts behind m oderating the AL-

    TERNITY ga me. Some of these terms

    ha ve also been defined in the Play-

    ers Fast-Play Rule s, but the yre re-

    pea ted here for the s ake of com-

    pleteness within this section.

    Gamemaster: The pa rticipant

    in the game wh o acts as the moder-

    ator, narrating ad ventures and con-

    trolling chara cters who are involvedin the story but a rent unde r the di-

    rect control of the pla yers.

    Hero: An imag inary character

    controlled by a pla yer.

    Supporting Cast: The other

    chara cters who appe ar in every

    story: friends , ene mies, an d inciden-

    tal chara cters whom the h eroes in-

    tera ct with. Memb ers of the s upp ort-

    ing ca st are controlled by the

    Gamemaster .

    Setting: The imaginary context

    an d environment within which theheroes interact with situations.

    Using the ALTERNITY game rules , any

    mode rn to fa r-future scie nce fiction

    setting can b e created.

    Ad venture : A scena rio in wh ich

    the heroes interact to crea te a groupstory. As Gam ema ster, you prese nt

    an opening situation or scene

    (ca lled the trigge r). The res t of the

    ad venture unfolds through the a c-

    tions of the he roes (a s dictated by

    their players) a nd the mode ration of

    the Ga mema ster (through story

    events a nd the supporting ca st).

    Campaign: A continuing s eries

    of ad ventures that takes pla ce in a

    single sett ing and focuses on the

    sa me group of heroes. A campa ign

    can be finite, ending after as ma nyad ventures as n ecessa ry to tell the

    complete story; or it can be a n on-

    going tale, progressing like a televi-

    sion or comic book series.

    Group Story: While a regula r

    story, such a s found in a movie or a

    book, fea tures a set beg inning, mid-

    dle, and e nding, a group story is

    more dyna mic. The Ga mema ster

    ha s a n outline that provides a s eries

    of encounters and events, and a few

    possible ways the a dventure could

    end . The dyna mic comes from thegroupthe players a nd Ga memas -

    terwho de termine the course of

    the story and its outcome through

    the intera ction of their imag ina ry

    cha racters. In a group s tory, no

    onenot even the Ga mema ster

    knows exa ctly how how it all will

    end.

    Game Session:One distinct

    period of game p lay; a t ime when

    you ga ther your friends to pla y the

    ALTERNITY ga me. Some adventures

    can be completed in a single ses-sion; others might require se veral

    sessions to reach a conclusion.

    GAMEMASTERS

    FAST-PLAYRULES

    1

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    PRESENTINGANADVENTUREA roleplaying ga mes a ction ta kes

    pla ce in an a dventure. Within its

    structure, the pa rticipa nts create the

    group story. The Ga mem a sters role

    in the ad venture centers around pre-sen ting an d na rrating the story, por-

    traying supporting cast mem bers,

    an d moving the story along a t a sa t-

    isfying pa ce. Whethe r you use pu b-

    lished ad ventures (such a s Caul-

    dron Station , presented a t the end of

    this se ction) or you create your own

    epics, the Ga mem a sters role re-

    mains the same.

    Narra t ionThe heroes can t perform h eroic ac-

    tions or daring deeds in a vacuum.

    They need to be in volved in a story

    during w hich they act, rea ct, a nd

    create a fulfilling ta le. A story con-

    sists of a beginning, a m iddle, an d

    an end, and ea ch story should be

    filled w ith conflicts a nd g oalsin

    other words, obstacles for the h e-

    roes to overcome a nd objectives for

    the m to a chieve . Its u p to the

    Ga mema ster to ha ve the basics of a

    story ready when the ga me ses sion

    begins .

    Rememb er, though, tha t the story

    will be comple ted by the group

    through the a ctions of the he roes

    an d their interaction w ith your sup-

    porting cas t . The h eroes play a n im-

    portan t pa rt in determining how a

    story takes sha pe, and you should

    ma ke sure their decisions play a

    pa rt in the process.

    You mu st de velop a ba sic plot (or

    use a plot from a pub lished prod-

    uct), provide m otiva tions a nd objec-

    tives for the heroes, and h ave a n ex-

    citing ide a for the end ing. A plot

    requires enough ba ckground ma ter-

    ial s o tha t the s tory feels like it fits

    the campa ign sett ing. Other ele-

    ments that ma ke a good basic plot

    include a m a jor a nta gonist (the vil-

    lain), the a nta gonists n efarious

    scheme, and motivations to make

    the heroes w an t to get involved.

    These elements come together in

    the a dventures opening scen e

    called the trigger.

    The Cauldron Station adventure

    provides a n exa mple of how theseelem ents work togethe r.

    Suppor t ing Ca stEach of the p layers controls one

    hero a t any given time. The

    Ga mema ster controls all other char-

    acters in the ad venture. The m ost

    importan t supporting cast mem ber

    is the m a jor anta gonist. A good vil-

    lain sets the mood of a story and

    can even ma ke the heroes more

    memorab leno one recalls whorounded up the sp aceport thugs, but

    everyone rememb ers the heroes

    who took down Ca pta in Blacksta r,

    the s courge of the Frontier!

    Supporting cast me mbers include

    the ma jor villain; his or her as soci-

    ates a nd hired ha nds; the au thority

    figures who comma nd or emp loy the

    heroes ; the informan ts, witnes ses ,

    an d shop owners the heroes interact

    with; a nd the va lued friend s, hire-

    lings, an d a ll ies rea dy to help the

    heroes a t a mome nts n otice. TheGam emaster needs to be ready to

    run these characters as they are

    called u pon, or to improvise a s the

    need a r ises .

    Its imp ortant for the G a mem a ster

    to give each s upporting cas t mem-

    berespecially major opponents

    an d all iesmuch the sam e consid-

    eration players g ive their heroes

    when they create them.

    Some supporting cas t members

    should b e fully develope d, with a

    complete se t of skills and vitalga me s tatist ics. Other chara cters,

    such a s minor opponents, experts,

    an d bystan ders, need only the skill

    scores a nd sta tistics tha t might

    come into play during a scene . For

    examp le, give a common thug a

    comba t skill or two, dura bility ra t-

    ings, an d a w ea pon; give an expert

    jus t the ski ll score s needed to use

    his expe rtise on the heroes beh a lf.

    The best pa rt about controlling

    the supp orting cast is tha t you get to

    create a ll kinds of persona lities dur-ing the course of play. Ha m it up,

    pla y it straig ht, or go for the dram a t-

    icdep end ing on the m ood of the

    ad venture and the persona lity of the

    chara cter in que stion.

    If you wa nt, use a uniqu e voice

    for each cha racter by doing a ccents

    (a French Combat Spec, a Russian

    Diplomat), employing different

    styles of speech (a forma l-sound ing

    Free Agent, a Tech Op who us es lots

    of slang express ions), or giving

    chara cters signa ture phrases (suchas a n informant who always spouts,

    Wha tever you sa y, Boss, wha tever

    you s a y).

    Reme mb er, youre not compe ting

    a ga inst the pla yers! If a nything, the

    heroes should get a brea k now an d

    then just beca use theyre heroes. So,

    be im pa rtialdont fa vor the s up-

    porting cast over the heroes. Tha t

    jus t d ecrea ses th e a ll -im porta nt fu n

    factor for everyone in volved.

    PacingAnother aspe ct of presenting a n a d-venture is th e pa cing of the s tory.

    The story sh ouldnt a rtifically pu sh

    the heroes to meet some schedule.

    Instea d, wa tch how the scenes pla y

    out. When a scene sta rts to drag a nd

    the fun fa ctor begin s to fla g, tha ts

    when you step in to give the scene a

    boost. How? By using the re sources

    at your disposa lma ybe ha ve a

    supporting cha racter show up with

    some tip that gives the he roes a

    nud ge in the right direction. If yourpla yers dont know wha t to do next

    an d the story is in da nger of stall-

    ing, its u p to you to g ive it ne w life.

    Dont create a n a dventure ou tline

    tha ts s o complete the h eroes can t

    ma ke a ny decisions without violat-

    ing your plot. Start the a dventure

    with a ction, and ha ve lots of other

    action idea s rea dy to insert into the

    flow as the ga me ses sion progress-

    es. Use comba t, cha llenge s, encoun-

    ters, conflict, ten sion, hum or, a nd

    mystery to keep a n a dventure mov-ing toward its drama tic conclusion.

    The b as ic rule for pacing is that

    as long a s the p layers are ha ving

    fun, stay in the cu rrent scene . When

    the a ction bogs down, then the

    Gamem aster must he lp the pacing

    by getting things moving aga in.

    Modera t ingthe RulesThe Play ers Fast -Play Ru les section

    of this booklet gives you the ba sicfacts a bout how the ALTERNITY g a me

    works. Thats a ll you nee d to intro-

    duce your players to the ga me sys-

    tem an d run the adventure in this

    se ction. In pla y, its up to the Ga me -

    ma ster to moderate the ga me so

    tha t everyone has fun, pla ys fa ir,

    an d is cha llenged. Of a ll these, the

    empha sis is a lways on fun. If a rule

    gets in the wa y of everyones e njoy-

    men t, cha nge it. But cha nge it con-

    sistently and after consideration.

    Dont just cha nge a rule for the sa keof change .

    Final decisions a re alwa ys left to2

    GAMEMASTERS

    FAST-PLAY

    RULES

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    the Ga mema ster. Can the heroes

    perform a pa rticular a ction? Ca n

    they e ven try it? Thats u p to you .

    Make your decision ba sed on the

    need to keep the story moving, your

    interpreta tion of the rules, and

    wh ethe r or not the a ction fits the

    story and increa ses everyones e n-

    joyment of th e ga me . Be fa ir a nd im -

    pa rtial in your trea tment of heroes

    an d supporting cha racters. Cha l-lenge the players an d their heroes.

    The p layers wa nt to see their heroes

    tested , to experience th e thrill of

    compet ing a gains t the odds a nd

    coming ou t on top. Heroes d o this

    sort of thing a ll the time! Jus t ma ke

    sure the players ha ve decisions to

    ma ke an d options to choose from as

    the ad venture unfolds.

    If someone disa grees with a deci-

    sion, call a t ime out a nd d iscuss i t

    with the group . You still get to ma ke

    the fina l call , but you ca n redu ce theposs ibility of hard feeling s if you

    modera te the ga me fairly. The g oal

    is to tell a good group s tory an d to

    ha ve fun, not to abus e the heroes.

    Sometimes the dice a re just going

    to fa ll the w rong wa y. Tha ts oka y.

    But you might wa nt to give the play-

    ers a brea k now a nd the n. After all ,

    its no fun for a pla yer to lose a he ro

    in a stup id an d ran dom wa y. Be le-

    nient wh en determining the difficul-

    ty of a pa rticular action, or chang e

    the result before revea ling the out-come to the p laye rs. This sort of ma -

    nipula tion is the Ga mema sters pre-

    rogative, but u se i t spa ringlyan d

    alwa ys in the interest of keeping the

    story moving a nd the fun factor

    high.

    THE SETTINGThe Gam emaster de termines the

    sett ing for his campa ign. Depen ding

    on the features of a p articular s et-

    ting (su ch as tech nology, ge nre, and

    scope), certain portions of the

    ruleshigh -tech gea r, psion ics, a nd

    aliens, for instancemay or ma y

    not be used . For exam ple, a s pa ce

    opera sett ing usu ally has faster-

    than -light spa ceships, energy

    wea pons, and tons of nonstop ac-

    tion. A nea r-future techn othriller s et-

    ting, however, ha s a g ritty, ha rd-

    edg ed feel, more familiar

    technology, and only dea ls with the

    problems of a sing le world.

    In the Gam em aster Guide , the

    process of creating s ett ings is dis-

    cussed in more deta il . The Cauldron

    Station ad venture in this booklet

    takes place in a t rad i tional s pace

    opera sett ing.

    USING

    THE GAM EM ECHANICThe ALTERNITY gam e is bui l t a round a

    core mecha nic tha t has nea rly uni-

    versa l ap plication. All heroic a c-

    tions in the ga me can b e resolved

    by rolling just two d ice: a control die

    an d a situation die. A control die is

    alwa ys a d20; a s i tuation die can be

    a d4, d6, d8, d12, or d20. Dep en din g

    on how ha rd or easy a par t icular

    tas k is, theres ult of the situa tion dieis ad ded to or subtracted from the

    resu lt of the control die, a s de tailed

    in the Playe rs Fast-Play Rule s.

    You can use the dice in va rying

    wa ys, though the mecha nic is al-

    wa ys the sa me: Roll two dice to

    achieve a num ber tha ts equ al to or

    less tha n a chara cters a ppropriate

    score. If the ta sk is a ssocia ted with

    a skill, then the s kill score is us ed. If

    its a feat, then the a ssocia ted Abili-

    ty Score is us ed. In a ll uses of dice

    dur ing a gam e sess ionexceptwhen roll ing for dam ag elow re-

    sul ts are bet ter than h igh ones .

    Use the mecha nic to determine

    the success of an attack, using a n

    a pp ropriate comba t skill; to over-

    come a chal lenge, us ing a physica l

    or menta l skill; or to determine th e

    outcome of an encounter, using a

    Persona lity skill in conjunction with

    good roleplaying.

    The MostImportant Rule

    Not every act ion re qui res a d ice rol l.

    Repeat this sentence and app ly it

    often. When the heroes a ttempt nor-

    ma l, everyday tas ks, they should a c-

    complish them without consulting

    the dice. In he roic situa tions, wh en

    the outcome is in doubt a nd the re-

    sult could m ea n life or dea th, then

    ha ve the pla yers roll dice.

    Situat ionDie StepsThe bes t tool you have a s the Ga me-

    ma ster is your abili ty to set the odds

    of a ny given tas k. You ca n d o this by

    ad ding bonus es or pena lties for

    given situations and counting in the

    ap propriate direction on the Situa-

    tion Die Steps Sca le (pres ente d in

    th e Playe rs Fast-Play Rule s). Or, if

    youre more inclined towa rd qu ickresolutions, simply eyeb a ll it; select

    the mod ifier that ma tches how d iffi-

    cult or easy you wa nt the task to be.

    Examples of Si tuat ion Modif iersWe a p o n Ra n g e S h o rt Me d iu m Lo n g

    Pistol 1 step +1 step +3 steps

    Rifle 1 step None +1 step

    Ta r g e t h a s Co v e r

    Light cover +1 step penalty

    Medium cover +2 step penalty

    Heavy cover +3 step penalty

    S i t u a t i o n

    Amazing difficulty +3 steps Amazing ease 3 steps

    Good difficulty +2 steps Good ease 2 steps

    Ordinary difficulty +1 s tep Ordinary ease 1 step

    Marginal difficulty None Marginal ease None

    Ey e ball ing It S itu a tio n D e sc rip tio n Mo d if ie r S i tu a tio n D ie

    Extremely easy 3 steps d8

    Very easy 2 steps d6

    Easy 1 step d4

    Average None +d0

    Tough +1 step +d4Hard +2 steps +d6

    Challenging +3 steps +d8 3

    GAMEMAS

    TERS

    FAST-PLAY

    RULES

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    Put t ing I t Int oPract iceWha t do you actua lly do with this

    information? That d epe nds . Here

    are e xamples of both methods in ac-

    tion. Use either me thod or a combi-

    na tion of the two, a s you s ee fi t .

    The Step-by-step Method: Mi-

    che les he ro, Ja de , wa nts to ta ke a

    shot a t the vil lainous boun ty hunter.Jad e ha s the p is tol skil l, so she ha s

    a ba se si tuation die of +d0. The

    bounty hunter is 25 meters a wa y

    from Ja de, which is med ium ran ge

    (+1 step pe na lty) for her we a pon,

    a nd h a s l ight cover (+1 step pe na l-

    ty). In a dd ition, be ca us e Ja de is

    sta nding a top a moving a ircar, you

    declare that the si tuat ion ha s a

    Good leve l of difficulty (+2 ste ps ). By

    counting out the step s on the Situa -

    tion Die Steps Scale, the Ga mem a s-

    ter determines that Ja de ha s a finalsitua tion die of +d12. Michele rolls

    d20+d12, hopin g to ach ieve a total

    tha ts eq ua l to or less tha n Ja de s

    p is to l score. If she s ucceeds , then

    Ja de h its her target, scoring either

    a n O rdinary, Good, or Ama zing s uc-

    cess, as deta i led in the Players

    Fast-Play Rules.

    Eye ball ing It: Dave s h ero, Ja ck

    Everstar , nee ds to sl ip pa st the cus-

    toms official. Since Eversta r doe sn t

    have the sneaksp ecia lty skill, his

    ba se si tua tion d ie is +d4. You de cidetha t the official is pa rticularly vigi-

    lan t toda y. This ma kes the s i tuation

    Ha rd, cau sing Everstar to ta ke a +2

    step pe na lty. Da ve rolls d20+d8, hop-

    ing for a resu lt equ a l to or less tha n

    Eversta rs Stea lth skill score.

    Act ion RoundsHow a ction rounds w ork is de-

    scribed in the Play ers Fast-Play

    Ru le s. Although a ctions in a pha se

    a re considered to occur simultan e-ous ly, you d ont wa nt eve ryone

    roll ing dice a t the sa me time. In-

    stead, al l chara cters who a re ent i -

    t led to an a ction in the sa me pha se

    should a ct in the order of their a c-

    t ion check scoreshighest score

    first. The resu lts of the ir actions

    (such as da mage) are ap pl ied a t t he

    end of the pha se, thus simulat ing s i -

    multan eous a ctivity.

    Example : Ja de , Everstar, a nd

    the boun ty hunter Kreet ea ch

    a chieve a G ood action check result .Their a ction check s cores a re 13, 10,

    a nd 15, res pe ctively. For ea se of

    pla y, Kreet a cts first in the Good

    pha se, followed by Ja de, then Ever-

    sta r. The resu lts of ea ch cha ra cters

    a ction are a pplied a fter everyone

    ha s a cted, ta king effect in the Ordi-

    na ry phase . If the cha racters ha ve

    a ctions rema ining, they go in the

    sa me order in the Ordinary phase .

    DamageIn the fas t-play rule s ystem, dam -ag e comes in three types: stun,

    wound , and m orta l . If a cha racter is

    hit by an a ttack or some other da m-

    a ge-caus ing condition, the deg ree of

    success a chieved by that a t tack de-

    termines the type an d a mount of

    da ma ge su ffered by a character.

    Each of the cha racter templates

    a t the end of the Play ers Fast-Play

    Ru le s l is t s some exa mples of

    wea pons an d armor, an d includes

    their importa nt sta tistics.Example : Kree t fires his 11mm

    cha rge pistol at Ja de. He a chieves a

    Good success a ga inst Jad e. The

    da ma ge rang e for a Good success

    with tha t wea pon is d 6+2w. Since

    Kreet is a mem ber of the su pporting

    cas t , you (a s the Ga mem a ster) roll to

    see h ow much dama ge Kreet in-

    flicts. The mos t he ca n d o is 8 points

    of wound da ma ge on a roll of 6.

    Secondary Damage

    Serious, lasting injuriesmortaldam age a nd w ound dam age

    cause s econdary dama ge to the

    cha racter who is injured. For every 2

    points of wound d a ma ge inflicted

    on a character, tha t character also

    suffers 1 point of stun d a ma ge. For

    every 2 points of mortal da ma ge a

    cha racter receives, tha t cha racter

    a lso suffers 1 point of wound da m-

    ag e a nd 1 point of stun da mag e.

    Example : Ja de re turns fire with

    her 11mm cha rge rifle an d gets a n

    Ama zing su ccess a ga inst Kreet. Theda ma ge ran ge for an Amazing suc-

    cess w ith he r wea pon is d6+1m.

    Ja de s p la yer, Miche le, rolls d6 a nd

    ge ts a resu lt of 4. Kreet s uffers 5

    points of morta l da ma ge (4 + 1 = 5)

    plus seconda ry dama ge of 2 wounds

    an d 2 stuns.

    ArmorCha racters can wea r armor to pro-

    tect them from the da nge rs of ba tt le.

    Armor can red uce the prima ry da m-

    ag e a hero suffersbut armor hasno effect on secondary dam age .

    Example : Jad e is wear ing a CF

    long coa t whe n Kreet hits Jade for 8

    wounds. Tha t amount of da mag e

    cau ses 4 points of seconda ry stun

    da ma ge, which Michele records on

    Ja des cha racter templa te immed i-

    a tely becaus e a rmor doesn t stop

    seconda ry da ma ge. Now Michele

    rolls to see how w ell Ja de s a rmor

    protected h er he ro from the woun d

    da mag e. The C F coat blocks d4+1

    points of high im pa ct (HI) da ma ge .Michele rolls d4 an d ge ts a result of

    3, for a tota l of 4 (3 + 1), so th e n um -

    be r of woun ds is re du ced b y 4. Mi-

    chele ma rks off 4 wound boxes on

    Ja de s ch a ra cter te mp la te (8 4 = 4).

    RecoveryAfter a cha racter suffers da ma ge, he

    or she can get ba ck to full hea lth in

    a num ber of different wa ys:

    Wound da ma ge, but not mortal

    da mag e, can hea l natural ly at arate of 2 wound points per we ek of

    rest and recuperat ion.

    The Knowledg efi rst a id spe-

    cial ty skil l can h ea l stun dam ag e on

    conscious pa tients, nega ting 2, 3, or

    4 points of stun da ma ge de pending

    on the degree of success a chieved

    on the skill check (Ordin a ry, Good,

    or Ama zing).

    First a idcan a lso be used to re-

    vive a character who wa s knocked

    out due to stun da ma ge, restoring 1,

    2, or 3 stun points de pen ding on thedegree of success.

    This ski ll can be used to heal

    wound dam ag e; a ny success re-

    stores 1 wound p oint.

    The Medica l Sciencetreatment

    special ty ski ll can be used to heal

    stun da ma ge on conscious pa t ients,

    a s pe rfi rst a id above.

    Medica l Sciencetreatmentca n

    also be u sed to revive a character

    who wa s knocked out due to stun

    da ma ge , restoring 2, 3, or 4 stun

    points depen ding on the degree of success.

    This ski ll can be used to heal

    wound dam ag e; a ny success re-

    stores 2 wound points.

    The Medica l Sciencesurgery

    special ty ski ll can be used to heal

    wound damage a nd morta l damage;

    a success restores 1 point of mortal

    a nd 2 points of wound d a ma ge. This

    skil l can be us ed on a speci fic pa-

    tient once e very hour. If a Critical

    Failure occurs, the pa tient suffers 1

    a dditiona l point of morta l dama ge. Any rema ining stun da ma ge

    disappe ars a t the end of a scene.4

    GAMEMASTERS

    FAST-PLAY

    RULES

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    This a dventure u ses the fast -play

    rules to introduce Ga mema sters and

    pla yers to the ALTERNITY ga me. Only

    the Game ma ster should read this

    a dventure b efore play be gins. If players read the a dventure before

    their heroes ge t to pa rticipate in i t ,

    theyll ruin the fun of being su r-

    prised a nd w ill spoil the g roup sto-

    rytell ing e xperience for everyone.

    As th e G a me ma ster, its your job

    to rea d through this a dventure a nd

    become fam ilia r with the ba sic plot

    a nd mood of the s tory. Whe n youre

    rea dy, let the p layers crea te heroes

    using the Playe rs Fast-Play Rule s.

    Encourag e the p layers to assemb le

    a ba lanced group of heroes, wi th a tlea st one representa tive from each

    of the profess ions. The h eroes w ill

    need brains, bra wn, and ne gotiat ing

    skil ls to survive the cha llenges of

    Cauldron Station.

    BackgroundThis a dventure ta kes place in a far -

    future, spa ce-opera sett ing. The he-

    roes ha ve access to a num ber of

    high -tech tools tha t dont exist in the

    current day a nd a ge. In a ddition, thetone is he roic, larger tha n l ife, and

    fits in ne a tly with your favorite sci-

    en ce fiction film e pic.

    Ca uldron Sta tion is a mining out-

    post on the i solated plane t known a s

    Ca uldron. The n a me fi ts the w orld

    very well. Ca uldron is litera lly a

    hell ish pla ce, a s i t orbits exceeding -

    ly close to i ts s tar a nd ha s a high

    volume of volcan ic a ctivity. Even in

    the relative coolness of a g ian t

    can yon, Ca uldron Station endures

    tempe ratures of 500 C du ring thehea t of the da y. Through the won-

    de rs of far-future techn ology, the

    mining outpost protects i ts workers

    from the de a dly environment, al low-

    ing them to rea p the p rofits their

    processed ores b r ing on the open

    market .

    The s tation is a se lf-sus taining,

    tota lly enclosed system tha t holds a

    comforta ble environment within i ts

    insulated wal ls and pressu re

    domes . It keeps the he a t and toxic

    atmosphere out , using the sa metechnology that a llows this future

    civil iza tion to explore a nd travel the

    sta r la nes . Even the mines a re pro-

    tected so tha t the workers can la bor

    sa fely; the mine sha fts a re dril led

    ben ea th the protection of grea t pres-

    sure domes.The h eroes come to Cau ldron in

    their tra der-class sta rship, the Ne bu-

    la Bounty, for bus iness pu rposes.

    They ha ve a shipme nt of 3D comput-

    er program s to sell to the outpost, in-

    cluding enter tainment program s,

    news an d technical journals, and

    the lates t Grid interactives to chee r

    up the recrea tion-starved mine rs. In

    a ddition, they pla n to f il l their cargo

    holds with p rocess ed ore. The con-

    struction p rojects g oing on in other

    nea rby star systems are in desper-a te ne ed of qua li ty orea nd theyre

    willing to pa y extreme ly well for it.

    Unfortuna tely, a few e ven ts com-

    bine to make this pa rticular trading

    mission a lot more ha zardous tha n

    usual .

    First, the reg ion of Ca uldron

    housing the outpost is experiencing

    a p owerful ma gne tic storm. Commu-

    nications into and out of the ba se

    ha ve been disrupted by the ma gnet-

    ic activity, so the h eroes m ust m a ke

    their a pproa ch without an y helpfrom the outpos t tra ffic bea cons.

    Second, the storm plays h a voc

    with the sh ips se nsors, so the vesse l

    pa sses through a spume of molten

    molybdenu m expe lled b y one of the

    plan ets ma ny a ctive volca noes.

    This sup erhea ted l iquid metal clogs

    the sh ips ta chyon inta kes . While

    this doe sn t hinde r the s hips norma l

    performan ce, it does ma ke i t impos-

    sible for the ve ss el to starfallto

    travel at faster-than -light spee d.

    Third, the outpost ha s i ts ownproblem . Two crea tures n a tive to

    Ca uldrons environs ha ve invade d

    the outpost, knocking out powe r an d

    kill ing a significan t numb er of min-

    ers. Beca use of the disruption in

    communications, the h eroes dont

    know about this problem ah ea d of

    time. The yll discover it a s the y ex-

    plore the sta tion.

    Recent Event s

    Whats bee n ha ppe ning withinCa uldron Sta tion? The m iners ex-

    tended a sha ft tha t opened into a

    lava f low deep bene ath the planet

    surface. This sh a ft provided a ccess

    to the outpost for a p a ir of dea dly

    na t ive creatures that the miners

    ha ve dub bed moltenoids. The m ol-tenoids invade d the m ining d ome

    four da ys a go. Twelve mine rs were

    killed before the survivors ma na ged

    to contain the crea tures within the

    mining dome by sea ling the a irlock

    doors lea ding to the dome .

    The creatures killed n ot out of

    ma licious ne ss , to acqu ire food, or to

    protect themse lves, but just as a

    byproduct of their a l ien ph ysiology

    (see The Sup porting C a st on pa ge

    7 of this se ction of the b ooklet). The

    miners the orized tha t , since thes ecreatures prefer to live in extremely

    hot conditions, lowering the tem per-

    ature inside the mining dome would

    dr ive the bea sts ba ck into the s ha ft ,

    which could then be sea led.

    Instea d of returning to the s ha ft ,

    however, the be a sts created a d iffer-

    ent e xit. The moltenoids melted a

    pa th through a n eme rgency closet

    a nd into the conduit vents within the

    sta tions ins ula ted w a lls. From the se

    conduits , the creatures ga ined a l -

    most tota l acces s to the outpost.More de aths an d ma ny injur ies

    followed. The sta tion a dministrator

    a nd the s ecurity officer eventua lly

    decided to sea l off this wing of the

    outpos t from the rest of the s tation.

    Tha t was two da ys ago. About a da y

    later , one of the crea tures rea ched

    the power reactor a nd sh orted out

    most of the sta tion. Now, with tota l

    l ife s upp ort colla pse set to occur in

    six hours, the s tation is on the verge

    of dea thas are a l l the miners and

    sta tion personne l trappe d within.

    AdventureOut lineCauldron Station presents three ob-

    sta cles that the heroes must over-

    come: the da ma ge to their ship, the

    sta tions powe r outage , a nd the in-

    vad ing crea tures. The a ction is bro-

    ken down into an opening t r igger

    a nd three s cenes that follow, a s well

    as a ddi t ional events based on the

    ma p (see pa ge 8 of this s ection of thebooklet) tha t can b e us ed or ignored

    a s you see fi t . 5

    CAULDRON STATIONAn Int roduct ory ALTERNITY Adventure G

    AMEMAS

    TERS

    FAST-PLAY

    RULES

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    Trigg er:The adventure begins

    after the heroes land on Ca uldron

    an d enter the a irlock that lead s into

    the station. Three gu a rds, led by sta -

    tion se curity officer Birrde n, set a n

    am bush for the h eroes. They see the

    heroes as unknown invaders , per-

    hap s pi ra tes or smugglers seeking

    to profit du ring th e s tations curren t

    crisis . The ope ning s cene of the a d-

    venture definitely has the p otentialto become a combat scene, although

    the he roes can negotiate with Bir-

    rden if they a re so inclined (turning

    it into an e ncoun ter scene).

    Encounte r Scene : Station Ad-

    ministrator Crowell has ga thered

    the other su rvivors in the ore storage

    ba y. With the temp era ture rising

    and the a i r ge t ting less brea thable

    with every pa ssing h our, Crowell

    an d his lot are gett ing closer and

    closer to pa nic. They ha ve no su rviv-

    ing technician s, no one with an yhope of repa iring the l ife su pport

    system. They do ha ve something the

    moltenoids w a nt, howe ver, which

    the heroes can use in various ways

    if they a re so inclined. The p roblem

    is, Crowell and h is ban d refuse to

    open the storag e ba y airlock. The

    he roes will ha ve to enter by force

    orthe preferred me thodneg oti-

    ate u ntil Crowell is talked b ack to

    his senses .

    Combat Scene: Two moltenoids

    a re loose in the facility. No ma tterhow friendly the heroes might wa nt

    to be, the only viab le wa y to deal

    with these creatures is either to de-

    stroy them or otherwise ren der them

    helpless so they can be removed

    from the sta tion without further

    ha rm befall ing the m iners. One of

    the creatures must b e forcibly re-

    moved from the lair i t has e stab-

    lished in the engineering center be-

    fore power can be restored to the

    station. The other creature roams

    through the wing , inflicting da ma gesimply due to the he at of its pa s-

    sa ge. The h eroes might decide to

    hu nt the b ea st or set tra ps for it (pos-

    sibly using the ma terial provided by

    Crowe ll from the ore b a y).

    Challenge Scene: It is critically

    important to get the l ife su pport sys-

    tem b a ck on line. To do this, the he-

    roes must remove the resident mol-

    tenoid from the engine ering center,

    repair the da mag ed power genera-

    tor, an d en ter the conduits ben ea th

    the s tation to reinitia lize the lifesup port system. This requires a com-

    bina tion of technical s kills a nd

    ha nds-on laborwhile possibly

    keeping one or more of the creatures

    at ba y.

    The Support ingCastThe facing pa ge contains essen tial

    informa tion ab out the four types of

    suppor ting cas t memb ers tha t play

    a p a rt in this adven ture: two unique

    cha racters, Birrden a nd C rowell; the

    group of surviving mine rs, a ll con-

    sidered ide ntical for the sa ke of sim-

    plicity; an d the two moltenoids that

    ha ve entered the station, both de-

    scribed with a single set of statis-

    tics. These cha racters a re controlled

    and port rayed b y the Gam emaster.

    Feel free to expan d u pon their moti-

    vat ions an d beh avior as dicta ted by

    the way the ad venture unfolds.

    The num bers in brackets follow-

    ing some of a cha racters AbilityScores represent resista nce modi-

    fiers (which we re explaine d in the

    Playe rs Fast-Play Rule s). In the list

    of skills ea ch chara cter possess es,

    the nu mber in b rackets following a

    skill nam e is the ch a racters skill

    scorethe dice result need ed to ge t

    an Ordina ry success. If a cha racter

    ha s a specialty skill , that skil l name

    an d the skill score ass ociated with i t

    are printed in italic type immed iate-

    ly after the b road s kill to which the

    specialty skil l is rela ted.

    The St at ionImportant locations within this wing

    of Ca uldron Station a re dep icted in

    the ma p on pa ge 8. Refer to tha t map

    as you read the following informa -

    tion, so you ca n familia rize yourse lf

    with th e e nvironme nt. Dont show

    the ma p to your players, unless they

    succeed in obtaining it by using one

    of the sta tions comp uters (see the

    text in the next column concerninga rea 4).

    Cau ldron Sta t ion is in ba d sha pe.

    Since the power cut out, the temper-

    a ture h a s rise n to 39C (102F) a nd

    the a ir has g rown stale. In six hours,

    the interior will heat to dea dly tem-

    pera tures and the a tmosphere wi ll

    turn toxic. If the p ower is restored

    before the six hours expire, the sta-

    tion ca n b e sa ved. Until then, emer-

    gency lights ba rely i l lumina te the

    facil i ty and the hea t grows stea dily

    worse.Becaus e of the p oor environmen-

    tal conditions, every hour chara cters

    must ma ke a successful Stamina

    endurance skill check to fend off

    da ma ge. If a chara cter fails the

    check or a C ritical Fa ilure occurs, he

    suffers 1 or 2 points of stun da ma ge ,

    resp ectively. Wea ring a n e -suit (see

    below) eliminates the need for such

    checks.

    Airlocks must be open ed ma nua l-

    ly, but no a irlock can be opened if

    an other airlock connected to thesame area is a l ready open. The a i r-

    locks to area s 7, 8, an d 9 ha ve been

    sea led. These sea ls can b e removed

    with the proper tools a nd a n hour of

    work. (Area 8 is the on ly one of the se

    places tha t the chara cters should

    wa nt to gain access to, and theres

    an other easier wa y to get in; see the

    des cription b elow.)

    Condu its containing w iring,

    vents, a nd other ma chinery run be -

    nea th the floors of the sta tion a nd

    inside the insu lated w alls. Themoltenoids u se these conduits to

    travel throughout the wing s hown

    on the m ap . Note that no condu its

    run benea th the mining dome (area

    9) or the s torag e b a y (a rea 8). Only

    the insula ted wa ll provides se cret

    access to these a reas. Chara cters

    can e nter the conduits, but they

    cant travel through them a s ea sily

    as the moltenoids can .

    Most computer stations in the fa-

    cility are inopera tive due to the

    power outag e. Only compu ters inthe opera tions center (area 4) an d

    the en gineering cen ter (area 6) can

    be use d, tha nks to emergency power

    supp lies in these rooms. Birrden,

    Crowell , or an operating computer

    can tell the heroes ab out the sta te of

    the facili ty an d the impe nding time

    limit.

    Are a 1: This access tunne l

    lead s from the land ing pa ds, where

    the heroes ha ve docked their star-

    ship . A tran sport carries th em from

    the pa ds to the a irlock, which mus tbe opened m anu al ly.

    Are a 2: These four a irlock

    cham bers p rotect the wing from pos-

    sible environmen t brea ches.

    Are a 3: This transp ort tunnel a l-

    lows the veh icles to service the s tor-

    ag e ba y, the mining dome, and the

    landing pa ds .

    Are a 4: Bas e opera tions s erves

    as the comman d center of the sta-

    tion. Using the Com pu ter Scien ce

    skill , heroes can learn the current

    condition of the sta tion (Ordina rysucces s), call up th e sche ma tics for

    repa iring the power genera tor an d6

    GAMEMASTERS

    FAST-PLAY

    RULES

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    The Support ing Ca stMiners

    Nonprofess ional laborers

    STR 9 [0] INT 9 [0]

    DEX 8 [0] WIL 7 [0]

    CON 8 PER 7

    Durability (s/w/m): 8/8/4 Action check: 9+/8/4/2

    Actions per round: 2

    AttacksBrawl 10/5/2 d4s/d4+1s/d4+2s LI

    Tool 11/5/2 d4+1s/d4w/d4+1w LI

    Skills

    Athletics [9]cl im b [10]; Melee Weapons [9]b ludgeon

    [11]; Unarmed Attack [9]braw l [10]; Vehicle Operation

    [8]; Stamina [8]end urance [9]; Know le dge [9]; Sys tem

    Operation [9]; Awareness [7]; Interaction [7].

    Equipme nt: Mining ge ar, universal tool (can be use d

    as a club), comm g ea r (communica tion device ).

    Every miner has a n individua l outlook, but in gene r-

    al theyre fearful a nd ce rtain that de ath is nea r. All of

    them a re loyal to Crowe ll. Some still trust Birrden, but

    many blame her for the current s ituation.

    MoltenoidsSTR 15 [+3] INT 6 [1]

    DEX 11 [+1] WIL 6 [1]

    CON 16 PER 4

    Durabil ity (s/w/m): 16/16/8 Action check: 13+/12/6/3

    Actions per round: 2

    Attacks

    Heat see text

    Claws 17/8/4 d4+2w/d6+2w/d4m LI

    Defenses

    Metallic hide d6 (LI), d61 (HI), d42 (En)

    Dodge Successful skill check (13 or less ) in-

    creases DEX or STR resistance mod-ifier vs . next attack by +1/+2/+3.

    Skills

    Acrobatics [11]dod ge [13]; Stealth [11]sneak [12];

    Stami na [16]; Awarene ss [6]perce ption [9].

    Moltenoids are four-legg ed creatures with smooth,

    meta llic hide s. Their bodies are roughly cyl indrical, a

    little l es s tha n a meter in diame ter. The c rea tures are

    only able to move at a s pee d slightly fas ter than a

    humans w alking pa ce. Two of them ha ve e ntered the

    station accidentally, and most of the damage theyve

    cause d is due to their physiologywhich is dea dly to

    humans. One occupies the e nginee ring ce nter and pro-

    tects it from intruders. The other one wants to reach the

    ore storag e bay to ge t what Crowe ll is jea lously gua rd-

    ing: cartons holding a liquid me tal that he cal ls fire

    gold. Crowe ll se es profit when he looks a t the ma terial,

    but the moltenoids nee d the s tuff to s urvive. They a rent

    hungry enough to blindly a ttack, but they will be s oon.

    Anyone within 2 mete rs of a molte noid could suffer

    ene rgy dama ge from the intense hea t that emana tes

    from the crea ture. Whene ver a character is w ithin

    rang e of a moltenoid, the character must make a Stami-

    na endurance check to see how much damage he or

    she sus tains. Critical Failure, d6+2w; Failure, d4+2w;

    Ordinary, d4+1w; Good, d6s; Amazing, no damage.

    A moltenoid only us es its claw s to protect itse lf, or

    whe n trying to rea ch a food source. Someone attackedwith the claw s a lso nee ds to check for hea t dama ge .

    Securit y Chief Birrde nProfess ion: Comba t Spec

    STR 13 [+2] INT 8 [0]

    DEX 9 [0] WIL 8 [0]

    CON 10 PER 6

    Durability (s/w /m): 10/10/5 Action check: 9+/8/4/2

    Actions per round: 2

    AttacksBrawl 15/7/3 d4+2s/d4+3s/d4+4s LI

    Pistol 11/5/2 d6+2s/d8+2s/d8+4s LI

    Defenses

    Battle ves t d63 (LI), d62 (HI), d42 (En)

    Dodg e Succe ss ful s kill che ck (10 or le ss ) in-

    crea se s DEX or STR res istance modi-

    fier vs. ne xt attack by +1/+2/+3.

    Skills

    Athle tics [13];Unarmed Attackbraw l [15];Acrobatics

    [9]dod ge [10];Modern Ranged Weapons [9]p istol [11];

    Vehicle Ope ration [9]; Stamina [10]; Know ledge [8]first

    a id [9];Awa rene ss [8]perce ption [10];Interaction [6].

    Gea r: Security ca rd (opens a ll doors exc ept the

    closet in a rea 6 and the airlocks lea ding into area s 7,

    8, and 9), s tutter pistol (range 6/12/30 me ters), battle

    ves t, comm ge ar (communica tion device ).

    Birrden takes her role as se curity chief s eriously.

    The current crisis , while its not her fault, makes her

    think that she ha s faile d those w ho place d their trust

    in he r. Still, she w ill w ork to protect the s tation and i ts

    inhabi tants. After getting ove r her initial confusion,

    she w ill embrace the heroes as the bes t hope the sta-

    tion has and she will do e verything s he ca n to make

    sure they use their skills to sa ve Ca uldron Station.

    Administ rat or Crowe ll

    Profes sion: DiplomatSTR 8 [0] INT 10 [0]

    DEX 10 [0] WIL 11 [+1]

    CON 6 PER 13

    Durability (s/w /m): 6/6/3 Action check: 11+/10/5/2

    Actions per round: 2

    Attacks

    Unarmed 8/4/2 d4s /d4+1s/d4+2s LI

    Pistol 11/5/2 d4+2w/d6+2w/d4+1m HI

    Defenses

    CF long coa t d4 (LI), d4 (HI), d62 (En)

    Skills

    Athletics [8]; Unarmed Attack [8]; Mode rn Range d

    Wea pons [10]pistol [11]; Vehicle Ope ration [10]; Stami-

    na [6]; Know ledge [10]; Sys tem Ope ration [10]; Adminis-

    tration [11]bure aucracy [13];Awareness [11]perce p-

    tion [13];Interaction [13]bargain [15];Lea dership [13].

    Gea r: Security ca rd (opens a ll doors exc ept the a ir-

    locks to areas 7, 8, and 9), 11mm charge pistol (range

    10/20/80 meters), CF long coa t, comm ge ar (commu ni-

    cation device).

    Crowe ll is a g ood adminis trator who g ot gree dy.

    Now his g ree d could res ult in the de ath of the s tation

    and its inha bitants. Hes a panicky man w ho isnt

    thinking cle arly. It takes a s trong w ill a nd a s olid a r-

    gume nt to ge t through his fear to rea ch the good le ad-

    er benea th. Once thats done , hell go a long w ith the

    heroes if hes shown that his actions will sa ve theminers under his command.

    7

    GAMEMAS

    TERS

    FAST-PLAY

    RULES

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    reinitializing th e life su pp ort system

    (Good s uccess ), or access deta ils

    ab out the mining opera tion, invento-

    ry, and a ma p of the s tation (Amaz-

    ing success).Are a 5: This me dical center

    contains various medical supplies,

    including six trau ma pa cks. Using a

    trauma pa ck provides a 2 bonus on

    an y Knowledge fi rst a id skill check,

    or a 3 bonus on a ny Medical Sci-

    en ce skill check for the purp ose of

    hea l ing da mag e. Each t rauma pack

    can b e use d six t imes before i ts con-

    tents become depleted.

    Are a 6: The en gineering center

    contains the stations p ower gen era-

    tor, control compu ters, and a ccess tothe l ife su pport system located in

    the conduits bene ath this room. One

    moltenoid ha s set up a lair in this

    area by melting a hole into the wa ll

    to the n orth of the pow er gen era tor.

    Are a 7: The airlock lead ing into

    this a rea ha s been sea led to protect

    the l iving qua rters of the station

    from the crea tures curren tly loose in

    the mining wing.

    Are a 8: The ore storag e ba y

    contains both raw a nd processed

    ore. There a re no conduits benea ththe floor of this a rea . Crowell a nd

    six miners ha ve comma nde ered this

    area , sea ling the airlock an d fend-

    ing off frequ ent a ttacks by the m ol-

    tenoids. Cartons of what C rowell

    calls fire g old, mine d from the

    same sha ft the crea tures emergedfrom, lure the moltenoids , since the

    ma terial is food they n eed to sur-

    vive. A melted h ole in the insula ted

    wa ll, to the sou th of the a irlock, is

    the route the crea tures use to reach

    the stored cartons.

    Are a 9: The mining dome p ro-

    vides la borers with p rotection from

    the hosti le environment. Sha fts a nd

    mining equipment a re located a l l

    around this a rea. The heroes should

    not be concerned w ith entering this

    area , unless they come up w ith awa y to get the m oltenoids ba ck into

    the sha ft they emerged from.

    Eme rgency Close ts : Marked E

    on the ma p, each of these cab inets

    when fully equipped contains four

    e-suits , two trau ma pa cks, an d other

    emergen cy supp lies. The closet

    within area 6 also contains compo-

    nents needed to repa ir the power

    gen era tor. This closet can only be

    open ed b y using C rowells secu rity

    card . The contents of ma ny of the

    close ts may ha ve a l ready beenuse d, at your discretion.

    An e-suit protects its wea rer from

    the a dverse effects of the ha rsh en-

    vironment inside the station, provid-

    ing an a i r supply and insula t ion

    from the he at. Chara cters wea ring

    e-suits d ont nee d to che ck for stundam age from the hea t ins ide the

    station. If a chara cter wea ring an

    e-suit suffers woun d or mortal da m-

    ag e from a n a ttack, the suit loses i ts

    a bility to protect its wea rer from

    hea t .

    Trigger SceneWhen the he roes enter area 2 on the

    eas t s ide of the map to begin the a d-

    ventu re, rea d the following to the

    players:Its u ncom forta bly hot and th e a ir

    has a stale sm ell to it eve n a fter the

    airlock cycles closed. Em ergen cy

    lighting p rovide s the only source of

    illumin ation. Four closets line the

    cham ber, and a second airlock leads

    into the station. No one h as arrived

    to greet you, and the p lace has an

    aba ndone d, dea d feel to i t .

    Birrden a nd three mine rs who

    ha ve been deputized into a security

    detail wait in a mbush in two of the

    closets, one on e ach side of thecha mbe r. They are wea ring e-suits.

    Ha ve the heroes ma ke action checks8

    GAMEMASTERS

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    to start the scen e. They receive a +1

    step pena lty because of the amb ush.

    Ma ke one a ction check for the entire

    se curity deta il, us ing Birrden s a ction

    check score. The scene pla ys out in

    rounds, as described in the Players

    Fast-Play Rule s.

    Birrden thinks tha t the heroes a re

    pirates or sm ugg lers infil trating the

    station. She ha s ordered the miners

    to help her su bdue the invaders ,using their clublike tools w hile she

    wields her s tutter pistol. After a

    round of comba t, the heroes ca n con-

    vince he r to stop figh tingif they

    put down their weap ons an d surren-

    de r. Otherwise , Birrden fights u ntil

    she is d efeated. The mine rs surren-

    der a s soon a s Birrden fa lls .

    The trigger scene en ds with the

    heroes defeating or tea ming up w ith

    Birrden, or with them being cap-

    tured b y the secu rity deta il. If cap -

    tured, they can later explain wh othey are a nd w ill then be recruited

    to help save the sta tion.

    Encount e r Sce neBirrden eventua lly expla ins tha t Ad-

    ministrator Crowell an d a ha ndful

    of miners ha ve barricaded them -

    selves inside the ore storage b ay.

    Shed like the h eroes to ta lk to Crow-

    ell and get him to come out of hiding

    an d help. They nee d his security

    card to open the closet in area 6.This closet contains the components

    necessa ry to repa ir the power gener-

    ator. Crowell also knows where

    components are stored that can be

    used to repa ir the h eroes ship.

    If Birrden or a ny of he r secu rity

    deta il arent a vailable to provide

    this informa tion, the he roes will

    ha ve to stumble up on the locked bay

    on their own. The airlock lead ing to

    area 6 shows signs of extreme da m-

    ag ethe a l loy has b een mel ted and

    scarred by wh at seem to be c lawmarks , but the ma teria l ap pears to

    ha ve been too tough to get through.

    The wa ll to the n orth of the a irlock is

    an other mat ter. A passa ge ha s been

    melted into the insu lated wa ll, an d

    something very hot has app arent ly

    moved through the condu it . Melted

    wires, scorched pipes, an d other

    signs of intense hea t mark the wa lls

    of the passa ge .

    The he roes can meet up with

    Crowe ll in on e of three wa ys. If Birr-

    den convinces them to seek outCrowell , she gives them the fre-

    qu ency of his comm g ea r. They can

    talk to him via the comm d evice. If

    not, they ca n try to get his a ttention

    by ba nging on the a irlock, or they

    can u se the conduit tunnel to enter

    the ba y.

    Crowell ha s an 11mm cha rge pis-

    tol tha t he isn t a fraid to fire. Hes

    used i t aga ins t the crea tures , and

    hell use it on the heroes if they d ont

    ca lm him down and earn his t rus t.

    Hes pa ran oid, jea lously p rotective

    of the fire gold, an d un willing topa rt with componen ts to fix the he-

    roes sh ip.

    The he roes can bargain with

    Crowell, or they ca n bluff him into

    as sisting them. During ne gotiations,

    the heroes must accumula te six suc-

    cesses through their chosen form of

    intera ction to win Crowells trus t.

    (Each time a chara cter attempts a

    bargain or bluff skill che ck, a n Ord i-

    na ry result counts as on e success, a

    Good result as two, a nd a n Amazing

    result as three successes .) Combinedice rolls with roleplaying w hen

    running this scene.

    Or, they can simply decide to

    overpower Crowell an d his ban d.

    Each miner ha s a clublike tool to

    use in his or her de fense. By the end

    of this scene, the heroes sh ould a c-

    complish the following things :

    Lea rn that the moltenoids a re

    a ttracted to th e fire gold. (A large

    portion of the l iquid meta l is miss-

    ing from a broken carton, beca use a

    moltenoid consumed it .) Ob tain Crowells se curity ca rd

    that opens the closet in area 6.

    Secure C rowells promise tha t

    spa re parts will be supplied to re-

    pa ir their sh ip. (He wont turn th ese

    over unt il the s ta t ion has been m ade

    safe.)

    Comba t Sce neThe p rimary comba t scene occurs in

    the en gine ering room (a rea 6), wh ere

    one of the moltenoids ha s esta b-lished a lair. The h eroes can lure the

    crea ture into the open with fire gold;

    they can u se fire gold to set a trap;

    or they can s imply enter the cha m-

    ber wi th weapons blazing.

    The crea tures la ir is a b urrow

    that ha s been melted into the thick

    insulated wa ll that surrounds the

    sta tions p ower g ene rator. The in-

    tense heat has dama ged compo-

    nents within the generator tha t must

    be replaced b efore power can be

    broug ht ba ck on line. If the he roesdont lure the m oltenoid out in s ome

    wa y, theyll ha ve to ente r the b urrow

    to ba ttle the crea ture. A sh ort, meter-

    wide tu nn el open s into a 2-by-4-me-

    ter cha mber carved in the insulated

    wa ll to the north of the g enera tor.

    The b ea st fights to defend itself an d

    its lair , using i ts sha rp claw s a nd

    the intense hea t of i ts body.

    The second creature can be used

    to create su spens e a nd build terror.

    It can em erge from the da rk station

    corridors or a rise from w ithin the

    melted-out wa lls to houn d, harry,a nd a ttack the heroes. Or, they can

    decide to hunt down the creature,

    disp ens ing with it before trying to

    restore powe r to the s tation. If nei-

    ther of these events occurs, then the

    crea ture appea rs during the chal-

    lenge sceneadding a n element of

    comba t for some of the h eroes to

    dea l with while the others work to

    fix the life su pp ort system.

    Challenge SceneIn the end, this is the most importantscene of the a dventure. To sa ve the

    miners (those sti l l in this wing as

    well as those ba rricaded in the l iv-

    ing s ection), the he roes mu st restore

    power a nd reinitialize the l ife su p-

    port system. If they h ave obtained

    the pa rts stored in the closet in a rea

    6, and ma nag ed to ca l l up schemat ic

    diag rams on one of the operational

    computers, the heroes can repa ir the

    gen era tor. This requires the Techn i-

    cal Science skill. If a he ro is usin gth e juryrig spe cialty or just the

    broad skill , he or she m ust a chieve

    eigh t success es. If the repairspe-

    cialty is u sed, the num ber of suc-

    cesses n eede d is redu ced to six. (See

    Encounter Scene a bove for how to

    count up accumulated su ccesses .)

    When the p roper numbe r of suc-

    cesses has been a chieved, the a i r

    vents hiss an d the l ights come ba ck

    on. The temp erature be gins to drop

    slowly. The sta tion is save d!

    A f t e r m a t hIn the length of time it ha s taken

    them to set things right a t the sta-

    tion, the heroes ha ve turned from in-

    truders in to celebrities. They a re

    provided w ith all the pa rts they

    need to fix their ship, and the y ma y

    go on their way soon therea fter.

    Or, perh a ps your group s tory still

    ha s ta les to be told. If you a nd your

    players are having fun and you

    wan t to extend the a dventure a tCa uldron Station, keep on playing

    and see wha t happens ! 9

    GAMEMAS

    TERS

    FAST-PLAY

    RULES

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    No Limit s . Ma y 19 9 8 .

    Which Fut ur e

    Do You Wa nt t o Pla y ?

    Which Fut ur e

    Do You Wa nt t o Pla y ?

    Scien ce Fict ion Roleplay ing Gam eScience Fict ion Roleplay ing Gam e

    Send heroes on a st el lar scavenger hunt t osolve the mysteries of an ancient al iencul t ure. Put t hem in the f ront l ines of aninterstel lar war. Assign them to protect Earthsleaders f rom assassins. What ever challengeyou decide to confront your players with, the

    Rulesm ast er Guideputs you in control .

    The Rulesm ast er Guidecont ains rules f orcreat ing support ing charact ers, st arships,even ent i re st ar syst ems wi th vary ingplanet ary environment s for any set t ing youchoose. A det ailed t act ical vehicle com batsyst em a llows you to orchest rat e bat t lesbetween ships in the depths of space. Youl lf ind guidel ines for int egrat ing over 30 di f ferentspecies of al iens, creat ures, and dangerousanim als into your advent ures. Complet e wit hcharts and tables for easy reference, the

    Rulesm ast er Guideput s t he al te rnat etomorrows of science fiction roleplaying atyour f ingert ips!

    Send heroes on a stel lar scavenger hunt tosolve the mysteries of an ancient al iencul t ure. Put t hem in t he f ront l ines of aninterstel lar war. Assign them to protect Earthsleaders from assassins. Whatever challengeyou decide to confront your players with, the

    Gam em ast er Guideputs you in control .

    The Gam em ast er Guidecont ains rules f orcreat ing support ing charact ers, st arships,even ent i re st ar syst ems wi th vary ingplanetary envi ronment s f or any set t ing youchoose. A detailed tactical vehicle combatsyst em a l lows you t o orchestrat e bat t lesbetween ships in the depths of space. Youl lf ind guidel ines for int egrat ing over 30 di f ferentspecies of al iens, creat ures, and dangerousanim als into your advent ures. Complete wit hcharts and tables for easy reference, theGam em ast er Guideput s t he al te rnat et omorrows of science f ict ion roleplaying atyour f ingert ips!

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