Post-Schism Future

Chapter 1 Session 2: Ice Lightning!

Sorsa, Arist, and Fury wake to a silent ship. Arist is alone on a zero-G bunk in the living quarters of the ship, while Sorsa and Fury find themselves in a makeshift bunk room along with sleeping D’kil, Ziess, the Dug from earlier, and a new human. The Dug and the human are tied up and sedated. D-kil and Ziess have zero-G IVs attached to their arms.

Sorsa and Fury take no time at all in finding their equipment strapped to the wall and donning it. Arist does the same with her stuff before rooting through the personal belongings of some the ship’s unknown inhabitants. She finds a uniform with the name Captain Malaquias embroidered on the breast. She also finds a charm that is made from the foot of a lizard-like creature.

Leaving their rooms, the three find an empty, but running ship. Lots of clutter fills the rear storage area, the living area is stocked well with food and provisions. Eight EVA space suits are available along with a number of tools in the suit closet.

The computer in the cockpit shows that the ship is a Humpback Class 15 Light Freighter. It has been modified with Class 10 Sublight thrusters, outfitted with a Thunderhead Lance, and the IFF transponder has been illegally modified to allow disabling. Nearly all logs appear to have been erased, and the ship name can easily be edited (and it probably should, because the current name shouldn’t be spoken in mixed company). The one bit of data from the log lists Atria as the last planet that this ship has departed.

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Walter calls over the unicom system “Are you guys awake yet?”. He floats back to the ship to explain how he managed to save everyone from those scavengers. After he got over the shock of running into the scavengers (and maybe after waking from fainting) he decided to fight back against them. He accessed a hidden panel to the cryosleep generators and tapped into what little power was left in the big Jjarro Ark. Wrapping himself in some cryoinsulation, he was able to short the cryognerator to the inner walls and floor of the ship. This caused the brilliant blue glow in all of the panels and the nearly instantaneous unconsciousness of everyone but Walter himself.

While everyone was frozen (and conveniently not needing air) Walter managed to get into one of the scavenger’s suits and tote everyone back to the scavenger’s ship. A good half of a cycle (about 14 hours) passed between the cryo-blast and now.

After a bit more talk, it is decided to go ahead and fill up the scavenger’s ship with anything of value on the Jjarro Ark that could found. This took about a cycle (28.3 hours) including rest.

Just before departing, the group decided to take care of several things.Firstly, the ship was renamed “Slipstream” with chassis number LF-1293-414. They also decided to interrogate the two living scavengers. The sedation needles were removed and Fury came into the room while Sorsa stood inside and watched.

Fury asks “how you doin” in a disorientingly cheerful voice, followed by a couple threats and a broken finger on the human prisoner. After causing great pain and asking no real questions, Fury is interrupted by Arist.

Arist instead asks the Dug about who is really in charge – "Captain Malaquias”, the human tied up, appears to lead these three (now two) independently of any organizations.

What system did they come from? Atria of course. Where else would they come from. It’s essentially the only real planet any normal beings live nowadays.

After a few other trivial tidbits, Atria orders Fury to kill the Dug. Dug blood saturated most of the make-shift bunk room. Malaquias immediately panics and starts fumbling with something in his mouth. Arist quickly grabs his jaw but finds nothing. After a simple threat Malaquias gestures lingually towards the modified tooth. Arist rips the tooth out and Malaquias is cotton balled, gagged, and sedated. It’s time to leave.

Having no one with any piloting skill conscious, Walter undocks the Humpback from the Ark, and they begin a course to Atria. Artificial gravity is engaged by extending the storage container and spinning the ship to great centrifugal force. The illegally modified civilian IFF transponder is left deactivated. Following the computer plotted course will take 8.6 cycles to reach Atria (about 10 days).

Note: Any personal items you acquired during this session should be listed as a player secret. If anything is different from how you remember, let me know and I will correct it.

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Chapter 1 Session 1: Cryo Me to Sleep

The story begins with five heroes aboard a Jjarro Ark travelling from the Tichel system in the inner ring to Kianny on the outer edge of the galaxy. The star date: 42,783,154,398.80 hectacycles. The group: Arist, the quick Bothan; Sorsa, the xenobiologist Genasi; a strong Kodan that goes by the name of Relentless Fury; Ziess, the Twilek pilot; and D’kil, the Jawa engineer.

The Ark reaches the point near the Tichel gate where her passengers may take one last look at the lively planet Tichel and marvel at the Jjarro Gate that will make the distance that would take a normal ship multiple generations to span.

A older man near the window speaks knowledgeably about the gate as if in answer to a question from someone else nearby. Jjarro gate technology is his forte and until retirement, his career. According to him, the younger generation is not up to snuff by his standards. This man’s name is Walter Graves.

Sorsa becomes quite interested in Walter’s knowledge and he asks several questions about the workings and organization required for such a system of gates. Arist attempts to take advantage of Sorsa’s distraction by placing a tracking device in the Genasi’s pocket. She fails and is inflicted by something known as traveler’s small talk.

The time for viewing ends and all passengers must enter their anti-sickness sleep pods for the short jump through the gate.

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Cold weightlessness – that is the only sensation anyone first experiences when they wake up. No light, no electrical hums, no mummer from other passengers. It doesn’t take the group long to realize that this was not a normal gate jump. Arist and D’kil quickly activate their personal lamps to find the same cryopod chamber that they seemingly just entered.

All five manage to wake themselves up and get out of the sleep pods by one way or another. All of the ship’s systems appear to be down. D’kil’s computer prowess allows him to rebuild a new terminal to tap into the ships sensors. Most of the ship is gone or damaged, and there isn’t a lot of hope of getting anything working easily.

Arist and Fury free a passenger, a wookiee. The wookiee has evidence of freezer burn from poor cryosleep.

Walter is awoken and he brings attention to the sight of the ruined gate and now desolate planet of Kianny looming below. A few moments at the computer and he has determined that an immense amount of time has passed. Tens of thousands of hectacycles have brought us to the star date 42,783,174,256.93 hectacycles. On top of that, it appears that something has just opened a bulkhead in the main thoroughfare at the front of the ship.

D’kil opens the chamber door out into the main thoroughfare. The front of the ship is beyond five bulkheaded hallways to the bow of the ship. A large bulkhead door closes off either end of this massive hallway. The walls are lined with four doors on either side that presumably lead to hypersleep chambers.

Arist returns to the wookiee and attempts to wake her with no simple luck. Eventually a stun baton is used to bring her from sleep and into a non-responsive vegetative wakefulness. Arist has no choice but to catch up to the group in the hallway.

It takes no time for D’kil to crack the lock on the first bulkhead door. Fury pushes the blast door open enough for the party to proceed. This room and the one after it have almost no differences compared to the first except for a number of hazed or fogged windows on the cryosleep chambers on the port side of the ship.

The fourth room is quite different as there is a subtle red glow from the far bulkhead door. It quickly becomes apparent that someone is cutting through the door with some sort of torch. Despite the wariness of the group, Arist floats forward to confront the being behind the torch. As air begins rushing through the enlarging hole, everyone but Arist seeks refuge in one of the nearby chambers. The noises of accelerating rushing wind and the loud arcing of the torch are not enough to stop Arist from shouting through the hole to no avail. She turns back and rejoins the group as the air nears an inescapable speed.

Secure behind the door and with the lights extinguished, the group watches as a stocky biped walks on his magnetic boots through his newly created portal. He opens his welding visor to show his dwarf self expressing surprise about something in this chamber. D’kil quickly hacks into the communications and hears the dwarf loudly babbling about how the other blast doors were not supposed to be open.

The Dwarf walks back out through his portal as Arist reactivates her lamp. Although the group quickly convinces Arist to extinguish her light, another being beyond freshly cut opening was able to see it. The Dwarf and Dug clunk back out into the hallway and start searching the windows to each chamber. Several attempts are made by the party to negotiate free passage, but they are met with only silence or laughter.

As they find the correct chamber, Ziess calls for everyone to tether up so as to not get sucked out if the door opens. When the door does open, most of the party is able to maintain their orientation without too much damage.

As air continues to rush out of the chamber, Arist and the Dwarf begin scuffling and Arist manages to get the Dwarf’s helmet off. Ziess takes a terrible shot with his blaster pistol and hits Arist, knocking her unconscious. Ben float-tackles the Dug and wrenches the pistol from his hand. A proper shot from Ziess wounds the Dwarf detrimentally. Fury hammer bashes the dwarf to death just as the air in the sleep chamber becomes dizzyingly thin.

Sorsa is the first to pass out from the thin air. D’kil pulls Arist’s unconscious body back into the chamber as Fury cracks the visor of the Dug. Sorsa is pulled in soon after, but then a blinding blue glow emanates from all of the metal surfaces in several quick pulses. Whatever caused the pulses also managed to knock nearly everyone out immediately, even the Dug. Ziess has no time to prepare as the next set of blue pulses catch him as well.

Everyone is unconscious.

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Post-Schism Campaign Starts this Sunday

This Sunday afternoon (2014-12-07) will kick off my long term Future Pathfinder campaign. This first session will mostly be a prelude to the full campaign and isn’t terribly necessary. I really just want to get the campaign off of the ground. I will be writing summaries of each session here to catch anyone up that may miss a session.

Rules for Character Creation
Use rules from The Post Schism Universe campaign
Start at Player Level 1
Ability Score Roll rules: 4d6 drop lowest. Reroll if 8 or lower.
Max first level hit points, roll for each additional level. No rerolls.
Up to one Difficulty.
Start with equipment worth $100 + (1d6 x $100 for each profession rank).
If there is a race you would like to play that I have not listed or completed, just let me know.

Starting Party:
Alyssa: Bothan
Ben: Genasi Wise Soldier with a focus in xenobiology.
Corey: Kodan
Hans: Twilek Wise Infiltrator with a focus on piloting.
Nick: Jawa Engineer

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