Battlestar Galactica Survivors of the Fleet Part 1


Still, he swore an oath to serve and
More Survivors
protect the public. Even though he can t
From the Fleet
do much against the Cylons, he s decided
The NPCs below are additional survivors it s time to take the law into his own hands.
that expand the list of those on pages 204-209 As time goes on, people forget that law once
of the Battlestar Galactica rulebook. They can governed them. He ll remind them of that.
be used as ready-to-go supporting characters, Plot Hooks: Following are a few plot hooks
or customized to meet the needs of a particular involving the Colonial marshal in a Battlestar
scene, adventure, or campaign. Galactica campaign:
The Lone Marshal: There are rumors of
THE WAY OF THE GUN a vigilante operating on one of the larger
These three survivors are all accustomed passenger ships, taking the law into his own
to violence in their careers prior to the exodus hands to keep the peace. It started small, but
from the Twelve Colonies. Introducing one of now someone s been shot and killed over a
them is likely to escalate quickly to combat petty theft. What makes it strange is that the
of some sort, or present the threat of physical captain and crew aren t talking. The Admiral
conflict from the get-go. wants answers.
The Fugitive: A man in the fleet claims a
Colonial Marshal (Veteran) former Colonial marshal is gunning for him.
Agi d6 Str d8 Vit d8 Ale d10 Int d8 An ex-con, he says that the marshal wants
Wil d8 revenge for something he s already served his
LP 16; Init d6+d10 time for. The marshal has gone underground
Traits: Cool Under Fire d4, Formidable in the fleet, and the ex-con fears for his life.
Presence d4, Toe the Line d4 Since there s no proof of a crime, the player
Skills: Covert d6/Streetwise d8, Discipline characters need to hunt the man-hunter.
d4, Guns d6/Pistols d10/Shotguns d8, Influence A Few Good Men: The President wants a
d6/Intimidation d8, Knowledge d6/Law d8, civilian police force to help keep order in times
Perception d6/Tracking d8, Planetary Vehicles of crisis, to keep clear the separation between
d6/Car d8, Survival d4, Unarmed Combat d6/ military and civilian authority. Word has
Brawling d8 gone out to the fleet asking anyone with a law
Description: This Colonial marshal was enforcement background to volunteer for this
trailing a fugitive through Caprican customs duty. A former Colonial marshal has stepped
just before the Cylons attacked. He lost his forward to lead this police force. The player
quarry in the starport by mere minutes, so he characters are assigned to assemble and train
commandeered a ride on the next available this civilian police force. Unfortunately, things
transport. Then the Cylons arrived, and there may not turn out as planned.
seemed to be little point in continuing his
pursuit. Ship Security Officer (Recruit)
Later, when he boarded his fugitive s ship, Agi d8 Str d8 Vit d6 Ale d6 Int d6 Wil d8
he found that the guy had eluded him and LP 14; Init d8+d6
fled to somewhere else in Galactica s civilian Traits: Anger Issues (Military) d4, Brawler
fleet. All this time, the marshal s kept his d4
eyes open. Even though he s got no authority, Skills: Artistry d4, Athletics d6/Dodge
even though there s barely a legal system left, d8, Guns d6, Influence d6/Intimidation d8,
he s still looking for that fugitive. He kept his Knowledge d6, Medical Expertise d6, Melee
sidearm and badge hidden all this time. Weapon Combat d6/Clubs d10, Perception d6,
Unarmed Combat d6/Brawling d8

Survivors of
the fleet
Description: She s always been able to her ship in the equivalent of a  ride-along.
to keep her cool, and has a  take no crap However, the security officer seems suspicious
attitude that s kept her alive. Though she s and evasive. Maybe she s hiding something?
not the largest and toughest person in a fight, Drunken Disorderly: A drunken passenger
she s not afraid to escalate a conflict rapidly. from another vessel claims he was a cop in
Unfortunately, that attitude got her into serious pursuit of a suspect. Ship s security subdue
trouble (with someone dead) and put her in the him and transported him back to his ship, but
position of needing to get off-planet in a hurry. witnesses claim that the man wasn t drunk,
With few options (and fewer cubits) she signed and that he seemed to be after the security
up with a stellar transit company operating officer herself. Player characters are called to
out of Tauron. After some basic ops training, investigate.
she was the onboard security officer handling
routine flights for a passenger starship. It was Spy (Seasoned Veteran)
easy money, and fairly safe just quieting Agi d10 Str d6 Vit d6 Ale d12 Int d12 Wil d8
angry drunks or rousting couples trying to join LP 14; Init d10+d12
the  Intersystem Club . Traits: Paranoid d4, Shadow d6, Uncommon
Then the Cylons struck, and she s been on Knowledge d6
duty ever since. She s quelled minor food and Skills: Artistry d6/Photography d8,
water riots, and knocked heads together when Athletics d6/Climbing d8/Dodge d8, Covert
fearful passengers tried to storm the captain s d6/Sabotage d8/Stealth d8, Discipline d6,
cabin. Now she s the one the captain turns Guns d6/Pistols d8/Sniper Rifles d8, Influence
to when problems with the crew arise. If a d6/Persuasion d8/Seduction d8, Knowledge
passenger gets hurt, she s the one who stitches d6, Perception d6/Search d8, Unarmed Combat
them up if they re not bad enough to need Doc d6
Cottle. She s got small but well-stocked arms Description: She didn t originally imagine
locker and the only key, but keeps everything she d become a spy, but her test results
but her shock baton locked away. Worse yet, alerted a secret division within the Scorpian
she s worried that eventually someone s going government. The next thing she knew, she
to come looking for her regarding the death was in a small office being offered a position as
she caused back on Tauron. She doesn t know an undercover operative for her government.
what she s going to do, but the only thing As a child, she d longed for a life of adventure
worse than life in the fleet is the thought of and travel, so she took it. After graduation, she
being locked up in the fleet. went into deep training, learning the craft of
Plot Hooks: Following are a few plot hooks espionage, and a year later she was on her first
involving the ship security officer in a Battlestar mission. Since then, she s done a lot of things
Galactica campaign: she s not proud of. Spying for the Scorpian
The Empty Locker: Galactica gets a message government on the other members of the
from a shipboard security officer in the fleet. Twelve Colonies is a dangerous bit of work,
The message is brief:  Weapons locker broken and she s been forced to do what was required
into and ransacked. Civilians now armed. Need to complete her mission, be it infiltration,
investigative backup. The player characters seduction, sabotage, or assassination. Despite
are dispatched to aid her in recovering the her youthful appearance, she s a successful and
stolen weapons cache. decorated operative, with her cover identities
Training Day: As part of a public relations wanted on several of the Colonies.
measure to boost the morale of the fleet and She was on her way back from Caprica, a
improve relations between the military and rough mission behind her, when the transit
civilians, the player characters are dispatched shuttle she was on got word of the Cylon attack.

Bonus
Content
After a quick transfer to a jump-capable ship, An Affair to Forget: One of the
she was soon a part of the fleet, jostling for player characters (the GM should choose
living space like everyone else. She s stashed appropriately) bumps into an old girlfriend
her gear (weapons, explosives, and other tools from a prior posting. She left town, disappearing
of the trade) and sticks to her cover story of without a trace or any reason why. The player
being a photojournalist. With each passing character doesn t know why, but has an
day, though, she worries that someone will intuitive suspicion that something wasn t right
remember her from one of her prior missions, about her& and that the death of a prominent
or some old  wanted notice will surface with political figure around the same time was
one of her cover identities displayed. A part of no coincidence. The old girlfriend pretends
that last mission involved infiltrating Caprica s she doesn t know the player character, and
defense network, and she s sick with worry passes by in a crowd before he (or she) can be
that somehow she may have contributed to the certain.
Cylon shutdown of the Command Navigation
Platform.
Plot Hooks: Following are a few plot hooks Credits
involving the ship security officer in a Battlestar
Galactica campaign: WRITER
Shadow of the Past: At a minor diplomatic Jason Durall
function, one of the President s council
members spots a photographer who looks EDITING & DEVLOPMENT
familiar. He identifies the woman as being a Cam Banks, Jamie Chambers
suspect for a security breach of Caprica defense
network just prior to the Cylon attack. Before GRAPHIC DESIGN
he could confront her, she got away. Now Sean Macdonald
the President would like her apprehended
for questioning. The player characters will be LAYOUT & TYPESETTING
involved in the manhunt. Digger Hayes
Loose Ends: While there are the occasional
murders in the fleet, this one seems unique: a Battlestar Galactica © USA Cable
former Caprican diplomat has been found dead, Entertainment LLC. Licensed by Universal
two bullets pumped into his cranium from a Studios Licensing LLLP. All Rights Reserved.
close range. A professional hit, by all evidence.
Rudimentary forensics identifies the gun as Margaret Weis Productions and the MW Logo
Scorpian military issue. The victim was on his are trademarks owned by Margaret Weis
way to discuss something in private with the Productions, Ltd. All Rights Reserved.
President, so she s eager to learn why this has
happened, and bring the killer to justice.

Survivors of
the fleet


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