Fbb-Triton Incident v1
Fbb-Triton Incident v1
Fbb-Triton Incident v1
T HE T R I TON E YE IN THE SK Y
INCIDE N T
In the outer reaches of the solar system, Farsight
Station watches the depths of space for signs of life.
FrostByte Books
michael larrimore
E YE IN THE SK Y
In the outer reaches of the solar system, Farsight
Station watches the depths of space for signs of life.
michael larrimore
FrostByte Books
written by michael larrimore
special thanks to
pete nash and lawrence whitaker
ISBN: 978-91-982393-6-2
© FrostByte Books 2019. All rights reserved
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» Pre-generated characters
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SCENARIO 0:
The Triton Incident
“Farsight Station to all points. We are under attack. I repeat, we are under attack.
Boarders have already breached the airlocks and are headed to command. We need
assistance immediately. Anyone who is listening, please help...”
Synopsis
As new recruits of Elevation, an organization that explores uncharted stars in search
of intelligent life, the player characters are sent to observe operations at an orbital
satellite facility called Farsight Station. As part of their mission, the characters are
also to retrieve recent data collected on potential exo-planets observed by the sta-
tion’s powerful broadband telescope and return it to Elevation’s central headquarters
on Terra.
Upon arrival the player characters meet the of staff and contracted researchers at the
space station. They are given the grand tour of the facility before they are assigned
work stations during their time stationed there. The characters have a few days on
board before they return to Terra with the requested data, but their simple orientation
mission is interrupted by an attempted murder and the arrival of a mysterious ship.
The craft is a stealth destroyer of the highly aggressive K’Taar, a warlike species that
has its sights set on Terra. The ship sends in a small strike team of combat androids
to secure the station so its powerful telescope and recording instruments can be used
to ascertain the defensive capabilities of humanity. With limited weapons and crew,
the player characters must find a way to repel the invaders and keep Farsight Station
Elevation insignia and its valuable data intact.
As more and more species gain access to faster-than-light travel, the dark corners of
the galaxy become lit by the fires of exploration. Each new star discovered brings with
it countless resources, and the most valuable of these commodities is a new species
of sentient beings. Intelligent aliens bring with them new ideas, new technologies,
and a new market for the consumer driven galactic culture. In the history of space
travel, there are many instances of a new culture being corrupted by the shiny baubles
and gadgets peddled to them by a more advanced species. There are also unfortunate
tales of a primitive species being ground under the boot of conquerors, enslaved or
worse by overlords from the stars.
A daring space explorer names Marcus Earther witnessed those very injustices
during his travels, and when he happened upon a previously undiscovered
species he decided to take a different approach. Calling himself a “first contact
facilitator,” he took it upon himself to act as an advocate for the aliens and assisted
them in getting fair treatment and trade agreements when they joined the galactic
community. Earther went on to create an organization called Elevation that worked to
explore the uncharted parts of the galaxy in search of more sentient beings to assist.
Years later, Elevation is on the verge of closing down. Marcus Earther disappeared
fifteen years prior when out on an exploration mission, possibly a victim of the ag-
gressive K’Taar. His granddaughter Juhi “Jules” Earther is trying to preserve her grand-
father’s legacy, but without a significant discovery it is only a matter of time before El-
evation’s funding dries up and they have to shut their doors. One of her most valuable
resources is a space station in orbit around Neptune’s moon Triton. Called Farsight
Station, it remains one of the most powerful deep space telescopes in the Sol system
and is invaluable in Elevation’s search for undiscovered planets. Jules sends out new
recruits to the station as part of their training so they can learn how the station oper-
ates and meet its eclectic staff. The player characters are such new recruits, and they
arrive just as some valuable data comes into the station’s instruments... and just as a
K’Taar scout ship arrives to capture the station for some nefarious purpose. Marcus Earther
Jake Federan is the mechanic and When you signed up with Elevation, you had dreams of far-flung adventures
technician for the station. He often
out in the deepest reaches of the galaxy. While Neptune is not the distant sec-
seems distracted and seems annoyed if
tor you hoped for, it’s hard to deny the magnificence of its swirling gases and
the characters try to engage him or ask
its immensity compared to the tiny, late-model spacecraft you came here in. It
for a favor.
doesn’t take long for Triton to come into view, and you can just make out your
XO-14 is a late-model service robot and
destination within the black edge of the moon’s dark side.
serves as a mobile database for the
station. He acts as a liason and tour Farsight Station has been in orbit there for decades, and at its height it was the
guide for the characters while they are most advanced deep space observation post in the Sol system. Now it doesn’t
on station.
seem quite as impressive. Only a few lights are lit along its main ring, making
it apparent how much of the station is unused or abandoned now, and count-
less pock marks from micro-meteors bring up troubling questions about hull
integrity. At the center of the ring sits the stationary orb that contains several
multi-frequency telescopes that bring in most of the station’s valuable data.
You are tasked with learning about the inner workings of the station as part
of your orientation, but the thought of being stationed here for the next week
makes you wish you were anywhere else in the galaxy.
After docking, the player characters disembark and are greeted by the limited Eleva-
tion staff present on the station. Detailed descriptions of these characters are listed
in the NPC section at the end of the scenario. See the sidebar for a quick introduction.
Dr. Galdus gives a cursory welcome, trailing off before she even finishes to jot some-
thing down in a worn notebook before she wanders off. Jake appears uncomfortable
with the whole process and makes an excuse to leave as soon as he is able. Dr. Alger-
5
k
lo c
Air
14 3 Lift
k
Airloc
Down to level 2
10.1
12
11
10.2
Airl
ock
10 FARSIGHT STATION
Up to level 1
Computer Core
Docking Bay
Access Tunnel
2 Lift 1 Lift
Up to level 1
FARSIGHT STATION 11
Areas of Farsight Station
Most of the areas are inside the massive ring that comprises the running cycles of data collection for specific quadrants of unex-
bulk of the station. The ring rotates around a cylindrical central plored space. At times the staff from Elevation are present to do
core that contains the docking bays on the bottom, the computer more detailed observations, or the equipment is used by contrac-
core in the middle and the observation deck on the top. The ring tors present on station during time slots they are assigned. The
has nearly normal Terran gravity thanks to special nodes powered sensor equipment also monitors areas of space around the sta-
by a super-dense material known as nebulium, which is integral tion, keeping watch for micro-meteors, unknown objects, or in-
to artificial gravity and the rift drives that allow deep space travel. coming spacecraft, and alarm systems alert station personnel of
The central areas operates at half normal gravity in all areas, so it any potential danger.
requires more care when maneuvering around.
4. Elevation Quarters: The main crew quarters and galley for all El-
1. Docking Bay: The large circular hub directly underneath the evation staff on Farsight. The four state rooms are cramped, with
computer core is able to dock up to two medium size spacecraft bunk beds that can accommodate four people and a small bath-
or accomodate up to four smaller shuttles or fighters. Currently room area to be shared by all residents. The long-term staff each
there are two medium sized ships docked here, one being the ship have their own individual room, and while they are also cramped
the characters arrived on and the other belonging to the staff from they are far more comfortable than the state rooms. There is also
Ulthan Beverage Conglomerate. There is also a small shuttle the a communal galley and entertainment area that acts as a central
station uses for short range transportation and repairs, and four hub for the crew quarters, and it has automated food preparation
escape pods with sufficient air, food, and water for 14 galactic me- and waste disposal units that have their supplies refreshed every
dian days. The bay also contains automated repair systems and a three months.
refueling stations with sufficient supplies of protium and boron-11
5. Dr. Galdus’ Lab: As the head of Elevation Research and Develop-
for fusion reactors and nebulium for rift drives.
ment and of Farsight Station, Dr. Galdus maintains her own pri-
2. ADAC Computer Core: Autonomous Data Analysis and Collection vate laboratory on the station to conduct her experiments. It is
is one of the most valuable divisions of Elevation, using advanced by far the largest lab on the station, and while the equipment is
computers to gather and sift through all the data collected by Far- a decade out of date, Dr. Galdus makes her own updates to keep
sight Station. The entire room is filled with wall-to-wall screens it up to her personal specifications. She does not allow access to
of computer plastic, a special material that performs computa- anyone except Dr. Algernon, and becomes suspicious of anyone
tions and acts as data storage. The ADAC core of the station is who asks to gain entry, fearing they are attempting to steal her
very powerful, but it is almost entirely dedicated to the station’s ideas or inventions.
mission of deep space observation. Normally these operations are
6. Ulthan Beverage Quarters: One of the current tenants on-board,
automated, but sometimes one or more of the station’s residents
Ulthan Beverage has a suite of state rooms and a private galley for
are present to perform specific analysis.
their staff. Currently they are occupied by Tenus Reld and Gregor
3. Observation Core: At the top of Farsight Station’s central cyl- Havarich until additional staff arrive, and no other station per-
inder is the observation core, which contains a powerful multi- sonnel are allowed access without their express permission. The
band deep space telescope as well as advanced sensor systems. company installed state-of-the-art biometric locks on the access
Normally the systems here are controlled by the ADAC computers, hatch which are keyed to Tenus and Gregor.
As mentioned above the restricted areas have limited life support and weak gravity,
so characters will need space suits or environmental suits to safely traverse those
sections of the station. There is also no lighting, so they will need some form of light
source. Standard space suits or environmental suits, both available on the characters’
ship or in the station storage room, have built-in lamps on the helmets with a range
of 30 metres and communicators.
Exploring the restricted areas is unnerving due to the emptiness, swirling dust, and
limited light. There are also many looming shadows from cargo containers of moth-
balled equipment stored haphazardly in the empty sections. Allow the characters an-
other Perception check as they explore, and if successful they again hear the strange
banging noises down a dark hallway. The source of the sound is an old cargo robot
that had a system glitch and activated on its own. It has very limited artificial intelli-
gence, and the short in its power systems skewed its programming. It attempts to grab
anything it sees to carry it off to no particular destination. It will view player characters
as another piece of cargo, crushing them if it gets its clamps on them. Read the follow-
ing when the characters first see the robot:
Treat the malfunctioning robot as a K’Taar Kleev (see later), but it lacks the ability to
fly and its only attack is with its claws which inflict 1d4+1d4 damage with its melee
attacks. If it is able to achieve a grab special effect, it inflicts the same damage during
the hold as it crushes its target. The robot is oblivious to any attempt to reason with it,
and it focuses on a single target at a time no matter how many people are attacking it.
The robot can be tricked into targeting any object in the environment with a successful
Deceit check, or a character with the appropriate computer equipment can attempt to
hack into its systems to disable it with a successful opposed Computer check versus
the robot’s Willpower.
All around you the ambient lights dim, replaced by flashing orange warning
strobes and blaring klaxons, drowning out the dull hum of the station’s au-
tomated systems. At the end of the hallway you see one of the thick bulk-
head doors outlined in yellow warning signs that marks the station’s airlocks,
flanked by two orange warning lights flashing in a steady rhythm. Through the
square, clear view port you see the outer door slide open, venting what little
air was in the airlock into space. You also see a distressingly human-shaped
figure pulled out into the void along with the atmosphere.
There is a very short window of time to try to rescue or recover the poor scientist, and
if he is still alive that window is shorter still. The characters have several options, each
with different levels of risk and time needed.
Through the Airlock: The characters can attempt to use the same airlock to go out
and try and recover Dr. Algernon. There are lockers near the airlock hatch with three
space suits and the airlock needs to cycle thought its safety protocols before it can be
used again. Inside the airlock there is a 100 metre long emergency tether cable that
clips to a loop on the space suit belt.
External Repair Drone: The station is equipped with special remote controlled repair
drones to aid in repairs to the hull and external systems. There is a station for one of
these drones 50 metres down the hall from the airlock hatch, and it takes time to ac- Extended Conflict: Drone Rescue
cess the control system and boot up the drone. Skills: Pilot
Maneuvering it to Dr. Algernon requires an extended conflict check against Dr. Alger- Conflict Pool: DEX+INT/2 or the drone’s
non’s Endurance check of 50% with a pool of 14. See sidebar for stats. pool of 10, whichever is lower
If successful, the drone can be brought back to the external airlock hatch after it cy- Round Length: 1 round
cles through its safety protocols and the doctor can be brought inside. If unsuccessful, Opposing Force: Endurance 50%,
Dr. Algernon dies before he is reached or drifts beyond the range of the repair drone. Pool 14
Utilize a Shuttle: By far the slowest option, the characters can head to the dock-
ing bay to use the station’s shuttle to go out and retrieve Dr. Algernon. The shuttle
requires a minute to power up and another thirty seconds to maneuver it outside the
docking bay once the launch doors are opened. Due to the time it takes, characters
will need to make a successful Sensors check to locate the doctor’s body, and a Pilot
check to maneuver over to retrieve it with the shuttle’s external manipulator arms. If
they opt for this option, Dr. Algernon perishes before they can reach him.
The characters can also combine several methods to try to rescue Dr. Algernon, such
as sending someone out the airlock and using the repair drone to assist them in
getting back in with the body. In this case you can swap out different skills for the
extended conflicts, but use and average of the opposed pools involved.
»» Dr. Galdus attempts to regain her normal odd but cold composure, but
the attack on Dr. Algernon seems to have really affected her. If he sur-
vived, she can often be found in the medical bay sitting next to him sing-
ing a quiet Irish folk song and stroking Dr. Algernon’s fur. She becomes
extremely upset if accused of harming him, storming off to her lab and
refusing to speak to the characters under any circumstance until the as-
sault on the station that occurs below.
»» Amy Tarver shuts down after the attack, staying in her room in the Cal
Tech quarters lying on her bed with music playing. If confronted, she
bursts into tears and tells the characters all about her affair with Dr. Vettes
and her fear that his wife or the university will find out and she will lose
her place in the graduate program.
»» A more detailed review of the security camera footage reveals the loca-
tions of all the above people in the time prior to the attack and immedi-
ately after. There is no check involved, but the process does take several
hours to complete. The check confirms that Dr. Galdus remained in her lab
If the characters investigate the options above, they may start to hone in on either
Gregor or Jake as the possible perpetrator of the attack. Both will remain evasive or
confrontational if they are pressed on where they were, but a successful opposed De-
ceit or Influence check against either of their Willpower causes them to crack.
Gregor admits that he was in the computer core without proper authorization attempt-
ing to steal planetary survey data from the station’s telescope. He utilized a special
hacked keycard that cloned the last access code used, which was Dr. Galdus. He is
in deep debt due to a gambling problem and didn’t want his employers to find out
because that would label him as a business risk in their eyes. His plan was to sell the
data to the highest bidder since survey information is very valuable to explorers and
corporations looking to locate a new planet. Tenus Reld terminates his employment
when she finds out as his actions are a breach of contract with Elevation for their
rented time on Farsight Station.
Jake is a harder nut to crack, but if the characters are able to get him to talk he admits
to being the one who attacked Dr. Algernon, especially if he is confronted with the
pry bar (which has his fingerprints) and footage of him near the room where it was
stashed. He is reluctant to give his motive for the attack, demanding they call the au-
thorities to haul him away without any further explanation. With a successful opposed
Influence check against his Willpower he reveals why he attacked his coworker.
Dr. Algernon stumbled upon him disabling the station’s sensors in the computer core,
and Jake chased the poor scientist down the hall and struck him in the head with the
pry bar in desperation before throwing his body in the airlock. Jake’s anger over Dr.
Algernon was out of shame for attacking his coworker and that he failed to dispose of
the evidence of his actions. He admits his desperation came from fear that the K’Taar
would retaliate if they met any significant resistance during their assault, and he be-
lieves they will kill Jak without hesitation if he is no longer useful.
As the characters and crew are deciding what to do with Jake, or after 12 hours pass
after the attack on Dr. Algernon, someone shouts a cry of warning and points to one
of the view ports. Outside in the cold of space a sleek, angular spaceship of gold and
black coloration coasts through the blackness not far from the station.
Assault on Farsight
The spacecraft outside is a scout frigate of the infamous K’Taar, violently aggressive
aliens that have designs on conquering the known galaxy. The ship’s commander
Kar’dek plans to take over Farsight Station to use its instruments and telescope to
gather intelligence on Terra’s defenses and weak points for an eventual invasion.
Driven but arrogant, Kar’dek views this mission as beneath his ability and he does
not expect any significant opposition thanks to the information he obtained from his
unwilling spy on the inside. He also hopes his ambition in capturing the station will
gain him attention and accolades from his superiors.
Kar’dek was in communication with Jake via his personal communicator prior to the
attack on Dr. Algernon, awaiting word on whether he was successful in disabling the
If they were not able to save the station, what happens depends on the fates of the
characters. If they were captured, they face imprisonment by a malevolent alien em-
pire on a harsh prison planet. If they are clever and bold enough, perhaps they can
mount an escape or get word out so someone can come rescue them. If they survived
the assault but failed to save the station, Elevation command will not be pleased at
the loss of such a valuable resource. They did manage to recover some of the survey
data from what Gregor attempted to steal, and there is a promising lead on a possible
exo-planet...
SIZ 10
Executive DEX 11
INT 12
Corporate workers, bureaucrats, government officials, and other individuals who work
with the power of their words and directives more than anything else. POW 12
CHA 13
Tenus Reld: A representative of Ulthan Beverage Conglomerate, Tenus Reld contract-
ed with Elevation to purchase time with their instruments to study the water content of
Move 6m
Triton to determine if it is viable for a soft drink they plan to market on Terra. She is a
Action Pt 2
no-nonsense business woman who is there to fulfill her duties to the parent company,
HP 10
and she does not want to be distracted so she can get back to the main corporate of-
Weapons –
fices on her home planet of Mercant Prime.
Armor –
Tenus is a female of the Rajolan species in her early fifties. Rajolans value business PP 12
and duty over all other things, and Tenus is very representative of her culture. Every Dmg Mod –
interaction is a transaction to her, and she treats any social contact as a means to
Skills: Commerce 65%, Deceit 60%, In-
another deal first and foremost.
fluence 65%, Insight 65%, Oratory 60%,
Gregor Havarich: Formerly a vice president of RE-FRSH, one of Terra’s largest manu- Willpower 60%
facturers of energy and sports drinks, Gregor took a lucrative deal with Ulthan Bever- Demeanor:
age to serve as their point man in all operations in the Sol system. He is ambitious Tanus Reld: Cold and business-like to
and opportunistic, always looking for the next angle or the next way to get ahead in everyone who is not Rajolan, constantly
his career. He is also vain and greedy, and thinks nothing of throwing someone else studies everyone around her.
under the bus to get what he wants. Gregor Havavich: Superficially pleasant
with a ready smile, will turn on anyone
Gregor is a human male in his mid-thirties. He is always well-dressed in the latest
if he can benefit from it.
business wear, even on his current assignment at the station. He always seems to be
Equipment: Computer slate, biometric
in Tenus Reld’s shadow and praises her constantly, but when her back in turned he
key card, wristcomp, designer clothing
often rolls his eyes or silently mocks her.
NON-PLAYER CHARACTERS 27
STR 9 Scientist
CON 10
Inventors, engineers, and researchers who look to unlock the secrets of the universe
SIZ 10 or push the boundaries of what is already known.
DEX 11
Dr. Emma Galdus: The head of Elevation’s Research and Development division, Dr.
INT 15 Galdus has advanced degrees in multiple fields of science and engineering and is one
POW 14 of the most brilliant minds in the Sol system. She is also the type of genius that is
CHA 11 so intelligent she can’t relate with anyone who is not on her level, and that rules out
most of the galaxy. She is a stereotypical ‘mad scientist’ and her inventions only make
Move 6m sense to her, although sometimes Dr. Galdus isn’t even sure exactly how they work.
Action Pt 2 Dr. Galdus is a human woman in her mid-sixties. Although she is head of operations
HP 10 on Farsight Station, she usually delegates day-to-day operations to Dr. Algernon or
Weapons – XO-14. This includes supervision of the player characters while they are there, includ-
Armor – ing interacting with them. When she is not performing her research, she engages in all
PP 14 sorts of quirky, bizarre behaviors such as counting her steps and writing the numbers
Dmg Mod – down in a small journal or making complex structures with flatware while mumbling
to herself.
Skills: Computers 60%, Craft (one type
of technology) 70%, Electronics 65%, Dr. Daniel Algernon: As Dr. Galdus’ research assistant, Dr. Algernon tries to assist
Mechanics 65%, Medicine 60%, Percep-
his mentor while also making sure Farsight Station runs as smoothly as it can. With
tion 65%, Research 70%, Sensors 60%,
multiple degrees in advanced fields, he is nearly on-par with Dr. Galdus in terms of
Science (one type) 75%
genius but he comes across as far more sociable. He also tries to curb some of his
Demeanor: Dr. Galdus: Scattered and
mentor’s stranger ideas and behaviors, and also manages the station’s sensors and
socially awkward, lost in thought.
monitoring equipment.
Dr. Algernon: Amicable and pleasant,
prone to odd periods of stillness. Dr. Algernon appears as a human male in his early forties. His actual form is a male
rhesus monkey with brown fur and extensive cybernetic implants on his scalp. He is
Dr. Vettes: Friendly and personable,
second-in-command on the station, but in truth he actually runs Farsight Station since
quiet and focused when working.
Dr. Galdus usually can’t be bothered with it. He will aid the player characters the best
Ginger: Calm and serene, excitable
he can while they are on-station, and he also keeps a close eye on sensor data to
when talking about her work.
see if there are any promising leads on new planets. While his mannerisms are more
Equipment: Computer slate, portable normal than Dr. Galdus, he can be found staring off at nothing for long periods and he
scanner, wristcomp, various tools and
never seems to sleep or rest. These periods are when his android body is recharging
notes.
or when he is resting inside his “man suit.”
28 NON-PLAYER CHARACTERS
Dr. Lanton Vettes: As a tenured professor of astrophysics at CalTech, Dr. Vettes is
well regarded in the academic community and has written several well-received pa-
pers on the subject of deep space anomalous objects and the quantum paradox of
black holes. He is a frequent contractor of time on Farsight Station, and is well known
among the long-term crew there. He is currently working on another research paper
as part of a grant application, and spends most of his time in the observation core at
the telescopes or working on the computers there.
Dr. Vettes is a human male in his late fifties. Soft-spoken and preoccupied with his
theories, he seems distant and cold but on the rare occasions when he takes a break,
he is actually very friendly and engaging. He is especially friendly to his research as-
sistant Amy, seeming like a different person when she is around. Dr. Emma Galdus
Ginger: One of the rare independent researchers to buy time on Farsight Station, Gin-
ger has been there for nearly two years as part of her extensive study into real world
implications of classic astrological beliefs. She became fascinated with the esoteric
ideologies when she first arrived on Terra, and has made her studies in a semi-lucra-
tive career publishing books and vids on the subject. She knows most serious minded
scientists believe her to be a kook or a charlatan, so she is determined to find some
basis for her theories while she is on the station.
Ginger is an Aarqun in her late seventies who identifies as female. Her people are
naturally telepathic and have difficulty communicating any other way, but her years
on Farsight Station have helped her develop a more personable demeanor than most
Aarqun. She is obsessed with proving her theories to the point of seeming almost
manic when discussing them, and recently she has developed a slight psychic tic that
causes those around her to get pressure in their heads when she is upset.
NON-PLAYER CHARACTERS 29
STR 11 Technician
CON 13 Gifted in the lingo of technology and the inner workings of its mechanisms, techni-
SIZ 11 cians can be hackers, starship mechanics, or generalists who know a little bit about
DEX 12 everything.
INT 12 Jake Federan: The station mechanic and head technician, Jake maintains all essen-
POW 11 tial systems as well as the computers that analyze all the data brought in from the
telescopes and sensors. He brings a blunt, blue-collar practicality to the intellectual
CHA 12
endeavors of the station and he treats the place like it was his child. He can almost
always be found in the bowels of the station, checking on its essential systems and
Move 6m
power core, and he becomes anxious if he is separated from his work for too long.
Action Pt 2
HP 12 Jake is a human male in his late thirties. While he’s the custodian and technician, Far-
Weapons – sight Station relies on him far more than anyone else to function and he knows it. He
Armor – has a quiet demeanor in most circumstances, but if anyone does something to dam-
PP 11 age Farsight Station Jake has a fiery temper that comes out in short bursts of anger.
Dmg Mod – He avoids others as much as he can, and seems annoyed when he is interrupted when
performing his duties.
Skills: Athletics 60%, Brawn 60%, Com-
ms 60%, Computers 55%, Electronics Amy Tarver: A grad student at CalTech, Amy is currently working as Dr. Vettes’ as-
60%, Mechanics 65%, Sensors 60%, sistant on his research as part of an independent study. Young and intelligent, she is
Unarmed 60% working on her engineering doctorate and follows around Dr. Vettes like a puppy. She
Demeanor: is fascinated by him and his research, and takes every opportunity to talk about his
Jake Federan: Keeps to himself and genius and how amazing his current project is.
private, quick to anger.
Amy is a human female in her early twenties. Pretty and cheerful, this is her first trip
Amy Tarver: Overly cheerful and enthu-
into space and everything is new and exciting to her. She is very smitten with Dr.
siastic, fascinated with aliens.
Vettes and spends most of her time with him, but she is also drawn to any alien spe-
Equipment: Biometric key card, wrist- cies because she has never encountered any before now.
comp, tool kit
30 NON-PLAYER CHARACTERS
Service Robot STR 10
An ubiquitous part of the future, robots aid their owners in their work or do tasks that CON 12
are too dangerous, or too menial, for biological beings to do themselves. SIZ 10
XO-14: Elevation had an exclusive deal with Capek Robotics thirty years ago to produce DEX 10
support robots known as the XO series to aid in their operations, based on a design by INT 14
Dr. Galdus. Although by modern standards they are outdated, the XO’s are still reliable
POW 10
and well-built enough to remain in operation. XO-14 has served on Farsight Station
CHA 12
since he was activated and has served the many different staff stationed there over
the years. XO-14 has extensive linguistics abilities, up-to-date astronomical databases,
Move 6m
and knows the station better than anyone else. He is an invaluable resource, especially
Action Pt 2
to new recruits sent to Farsight for orientation.
HP 11
XO-14 is a cylindrical-shaped robot that hovers using an internal ant-gravity propulsion
Weapons See equipment
system. He has numerous appendages with tools and manipulators inside its chassis,
Armor 2 (Polymer Shell)
and a front-mounted screen and holographic projector to display information. XO-14
PP –
presents as friendly and congenial in all situations, even in circumstances where it
Dmg Mod –
would not be appropriate. XO-14 is programmed to serve any Elevation personnel even
to the point of self-sacrifice. Skills: Astrogation 55%, Comms 60%,
Computers 70%, Courtesy 60%, Elec-
ALT-A0: A current model servitor android, ALT-A0 is owned by Ginger and aids her in all
tronics 55%, Knowledge or Language
of her studies. She purchased him to aid in data retrieval and research, but his constant
(two types relevant to function): 70%,
companionship has caused them to develop an odd sort of friendship. A0 follows her Perception 60%, Sensors 55%, Zero-G
around constantly, trading ideas and theories and regurgitating whatever anecdote she 60%
told to him to act as a sounding board. His loyalty to her is generally unquestionable, Demeanor:
but recently he has developed more of a sarcastic tinge to his interactions with Ginger, XO-14: Always cheerful and helpful,
the result of reading too many comments about the crackpot nature of her work. even in situations where it would seem
inappropriate.
A0 is a spherical bodied android with long plastic coated arms and legs. He has a
panel in place of a face that displays emoji that match his mood or conversational ALT-A0: very dry and dull, with an un-
style, and it also displays information he has stored or retrieved. He usually speaks in a derlying sarcastic streak.
dull, droning monotone, but occasionally he lapses into an obvious parody of Ginger’s On-board Equipment: Scanner (allows
speech and mannerisms. scanning of multiple bands of electro-
magnetic spectrum and x-ray scan-
Special Rules: Robots are artificial beings and are not subject to toxins or diseases
ning), built-in toolkit, holographic dis-
that only affect living organisms. They have no need to breathe, eat, or sleep and are
play
no affected by hard vacuum or low levels of radiation, heat, or cold.
NON-PLAYER CHARACTERS 31
STR 12 K’Taar Kleev
CON 14
The front line shock troops of the K’Taar empire, Kleevs are mass produced robots
SIZ 12 equipped with deadly plasma blasters and whipping tendrils that are tipped with
DEX 12 whirling drill tips.
INT 10 Kleev Tactics: Kleev robots are linked to a warrior K’Taar that directs all their move-
POW 8 ments and tactics during an assault, although they are capable of independent action
CHA 8 once they receive their orders. They usually work in pairs or small groups of four to
six units, but if facing light resistance they can work individually. Against unarmed
Move 6m targets they attempt to subdue with plasma blasts to non-vital areas or by grabbing
Action Pt 2 foes with their metallic tendrils. Against armed foes they seek cover as needed unless
HP 13 the weapons used against them are incapable of penetrating their armored shell. Foes
Weapons See equipment that fight back are always targeted with deadly force, but Kleevs are usually ordered
Armor 4 (Arm. Carapace) to retrieve downed foes alive so they can be enslaved or interrogated for valuable
PP – intelligence.
Dmg Mod – The control units on the robots have extensive and complex security measures to
prevent them from being overridden or hacked, but it is still possible with a Hard
Skills: Athletics 60%, Brawn 60%, Com-
bat Style: Plasma Weapons 60%, Evade Computer check. Fail safes within the robot make hacked units go offline at the end of
55%, Perception 55%, Unarmed 65% the combat round they are compromised, rendering them inert until rebooted by their
warrior commander. If the commander is subdued, Kleevs will enact their last order
Demeanor: Kleevs have no personal-
ity at all, communicates only to K’Taar until given new commands. If the ship or command module from where they are be-
warrior that leads them and can also ing directed is disabled or destroyed, all Kleevs linked to it will go offline until a new
transmit messages from their com- command module is linked to their systems.
mander
Special: Robots are artificial beings and are not subject to toxins or diseases that
only affect living organisms. They have no need to breathe, eat, or sleep and are no
affected by hard vacuum or low levels of radiation, heat, or cold.
Onboard equipment: Plasma rifle (Damage 2d6+1, Range 25/75/300, Capacity 24,
Load 3, may use Sunder special effect, expend 3 shots to fire stream out to 8 metres
for 2d6 damage), lashing drill tentacles (Damage 1d6+1, Size M, Ignores 2 points of
armor), multi-band scanner (allows scanning of multiple bands of electromagnetic
spectrum and x-ray scanning), flight systems (move 10m).
32 NON-PLAYER CHARACTERS
K’Taar Warrior STR 9
CON 12
Frightening in appearance but physically unimposing, K’Taar warriors are gifted with
minds that excel in multitasking and command small squads of deadly combat robots SIZ 14
that serve the K’Taar dreams of conquest. They use special cybernetic implants to DEX 11
control these robots, often from a great range if they have access to a transmitter or INT 13
shipboard communications array.
POW 12
Kar’dek: A recent victor in the Grand Game that determines who elevates up from the
CHA 10
lowest caste, Kar’dek seeks to prove his worth among his peers and rise up further in
the ranks of the K’Taar war machine. While he is not brilliant tactician, he is a shrewd Move 6m
opportunist and seized upon things when he learned of Jak Federan’s connection to Action Pt 2
Farsight Station. Kar’dek is arrogant enough to follow through on his plan without HP 13
informing his superiors in fear they would take over his operation for him. Weapons See equipment
Like most K’Taar, Kar’dek is physically frail and prefers to use his Kleev robots for most Armor 5 (Arm. Carapace)
tasks. He wears a rings of bronze and black on his tendrils as befitting his rank and PP 12
never leaves the command module of his scout ship. Dmg Mod –
Equipment: Plasma pistol (Damage 1d8+1, Range 8/24/100, Capacity 12, Load 3, may Skills: Astrogation 65%, Combat Style:
use Sunder special effect), armor carapace, control implants. Plasma Weapons 65%, Comms 55%,
Computers 65%, Deceit 55%, Evade
60%, Insight 60%, Perception 60%, Pi-
lot: Starship 70%, Sensors 65%, Will-
power 65%, Zero-G 70%
NON-PLAYER CHARACTERS 33
GET THE PLAYER’S KIT FOR ELEVATION:
» Starseeker deck plans and starship sheet
» Pre-generated characters
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ELEVATION
A new setting and campaign for M-SPACE
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