How to Run an Adventure in Bulldogs! There’s something of a trick to running an adventure scenario use to bypass the Problem are described, such as Difficulty num- using the FATE system. This is a brief introduction for GMs like bers for skill checks, stunts and skills that the non-player charac- you who are going to present an adventure to your players. ters have, etc. Unlike a lot of game systems, FATE allows players to take a very The key to running FATE is flexibility. You need to be ready to flexible and often unpredictable approach to problem solving. For roll with what the players try to do. Players may throw you for a example, a party confronted with a reluctant witness is going to loop by taking a completely unexpected action, or bypassing the handle the obstacle very differently if it is led by an incorrigible Problem altogether. That’s OK! If the players take you by surprise con artist than if the party is led by a veteran pit fighter. and do something nobody anticipated, just set a Difficulty for them and let it roll. If the players bypass a Problem completely, Because of this, the scenarios that we’re releasing for Bulldogs! move it to a point later in the session, or just toss it out completely. present not a step-by-step plot, but instead a series of challenges called Problems that you, as the GM, use to confront the players Despite all this, you’ve got a powerful tool in your arsenal to get with opposition. the players to engage with a Problem. Grab an aspect on one of the characters confronted by the Problem and compel it! Players Each Problem includes a situation and possibly some characters are going to be happy to dig into the complications if they get that create an obstacle for the player characters. Guidelines on a fate point for it. If your players are familiar with FATE, they how to handle some of the more predictable methods that players might even do this to themselves when you put a Problem in their way. What’s in This Adventure Each adventure scenario for Bulldogs! includes a basic setup, usu- You’ll also see that there are four sets of these characters. Each ally a delivery assigned by TransGalaxy. set is for a different starting power level. The page numbers are repeated so you can find the right character based on the refer- Following the basic setup is a series of Problems. These are pre- ence earlier in the adventure, but discard or ignore the non-player sented in the most likely order the characters will encounter characters for the power levels that don’t match your players’ them, but like we said before, don’t feel like you have to give characters. them to your players in order. Mix them up, move them around, whatever makes sense for your group and for the consequences of Lastly, we have a page of player handouts with aspects described the actions they take to solve earlier Problems. in the adventure set apart and easy to print out and cut up. It’s a lot easier just to slap a card or bit of paper with the aspect printed Next, you’ll find the non-player characters from the adventure out than to have to write down all these aspects yourself. Use the mostly filled out. These non-player characters are missing some of handouts if it makes your life easier, we find them extremely use- the skills at the bottom of their list. Feel free to fill in a skill they ful when we run these adventures at conventions. are missing if you need it in play. i Open Game License Version 1.0a 11. Use of Contributor Credits: You may not market or advertise the Open Game The following license text is the property of Wizards of the Coast, Inc. and is Content using the name of any Contributor unless You have written permission Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. from the Contributor to do so. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 12 Inability to Comply: If it is impossible for You to comply with any of the terms who have contributed Open Game Content; (b)"Derivative Material" means of this License with respect to some or all of the Open Game Content due to copyrighted material including derivative works and translations (including statute, judicial order, or governmental regulation then You may not Use any into other computer languages), potation, modification, correction, addition, Open Game Material so affected. extension, upgrade, improvement, compilation, abridgment or other form in 13 Termination: This License will terminate automatically if You fail to comply with which an existing work may be recast, transformed or adapted; (c) "Distribute" all terms herein and fail to cure such breach within 30 days of becoming aware means to reproduce, license, rent, lease, sell, broadcast, publicly display, of the breach. All sublicenses shall survive the termination of this License. transmit or otherwise distribute; (d)"Open Game Content" means the game 14 Reformation: If any provision of this License is held to be unenforceable, such mechanic and includes the methods, procedures, processes and routines provision shall be reformed only to the extent necessary to make it enforceable. to the extent such content does not embody the Product Identity and is an 15 COPYRIGHT NOTICE enhancement over the prior art and any additional content clearly identified Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. as Open Game Content by the Contributor, and means any work covered Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors by this License, including translations and derivative works under copyright Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, law, but specifically excludes Product Identity. (e) "Product Identity" means Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, product and product line names, logos and identifying marks including trade Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, dress; artifacts; creatures characters; stories, storylines, plots, thematic Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter elements, dialogue, incidents, language, artwork, symbols, designs, depictions, Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, likenesses, formats, poses, concepts, themes and graphic, photographic and Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin other visual or audio representations; names and descriptions of characters, Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat spells, enchantments, personalities, teams, personas, likenesses and special Productions, LLC. Authors Robert Donoghue and Fred Hicks. abilities; places, locations, environments, creatures, equipment, magical or Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert supernatural abilities or effects, logos, symbols, or graphic designs; and any Donoghue, Fred Hicks, and Leonard Balsera other trademark or registered trademark clearly identified as Product identity Bulldogs! Copyright © 2011 Brennan Taylor/Galileo Games. All rights reserved. by the owner of the Product Identity, and which specifically excludes the Open Bulldogs! created by Eric Coble, Chuck Cooley, Robert Cooley, Nathan Crowder, Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, and C. Austin Hogan. designs that are used by a Contributor to identify itself or its products or the Cover illustration © 2011 Jaime Posadas. associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, In accordance with the Open Game License Section 8 “Identification” the following translate and otherwise create Derivative Material of Open Game Content. (h) designate Open Game Content and Product Identity: "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a OPEN GAME CONTENT notice indicating that the Open Game Content may only be Used under and in The contents of this document are declared Open Game Content except for the terms of this License. You must affix such a notice to any Open Game Content portions specifically declared as Product Identity. Non-rules related elements that you Use. No terms may be added to or subtracted from this License except of the setting included in the core rulebook, including capitalized names, as described by the License itself. No other terms or conditions may be applied organization names, characters, historical events, organizations, and the ten to any Open Game Content distributed using this License. core species, are Open Game Content. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. PRODUCT IDENTITY 4. Grant and Consideration: In consideration for agreeing to use this License, All artwork, logos, symbols, designs, depictions, illustrations, maps and the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive cartography, likenesses, and other graphics, unless specifically identified as license with the exact terms of this License to Use, the Open Game Content. Open Game Content, capitalized names and characters, as well as rules-related 5. Representation of Authority to Contribute: If You are contributing original elements of the proprietary setting, such as aspects and species abilities material as Open Game Content, You represent that Your Contributions are Your associated with setting elements, are to be considered Product Identity and original creation and/or You have sufficient rights to grant the rights conveyed subject to copyright. by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion http://galileogames.com/bulldogs-fate of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. ii Stormy Weather The planet Yentsin, wholly owned subsidiary of the Ion Mining Once the ship enters the atmosphere, as the crew moves about Company, has a problem. Some of the workers on the planet the ship they begin shocking each other due to the amount of don’t like how Ion runs things. They’ve started a revolution to static electricity in the air. try and get Ion to make a few adjustments. Despite the troubles, The electronics on-board the ship go haywire from time to time Ion still needs supplies delivered, and TransGalaxy Class D is as the ship comes in for a landing and the electricity in the air the only outfit willing to brave the storms and the rebels. Good plays havoc with them. The pilot will need to make a Fair (+2) luck! Pilot roll to land without incident. Setup: Standard Delivery The STormy SkieS of yenTSin Invoke: It lights things up, “I can’t see a The captain is contacted by Thomas, the regular TransGalaxy thing.” *FLASH* “There it is!” dispatch officer, for a cargo delivery run. There doesn’t seem to Compel: The ship is made of metal, *FLASH* be anything special about it, just a routine delivery of machine “What the... we just lost our port maneu- parts to the planet Yentsin for the Ion Mining Company. vering thrusters!” Thomas has little to say, apart from sharing the fact that Ion’s workers are in full-scale armed revolt. Shouldn’t be a problem, really. The trip itself is routine, taking about a week before they arrive Problem: Lightning! in the system. Yentsin is a mostly water planet, the only land being archipelagos spread out over its surface. This accounts for the high winds and storms that constantly circle the planet. It On touching down, the rain is intense. The lightning is hitting has a wealth of minerals though, and that is why Ion Mining the rods nearby, mostly keeping the ship and crew safe on the owns the planet. pad. The dock-master, Neal Dalton (pg. 5), invites the crew up to his office for some hot drinks while the dock crew unloads the ship. Problem: Navigating As the landing crew finishes unloading, a particularly large the Storms lightning strike first hits the ship, then jumps back to the light- ning tower. It’s accompanied by what sounds like a double thunderclap and the landing crew runs for cover away from the Arriving at the system, the ship is able to pick up the naviga- ship. The reason why soon becomes apparent as smoke starts to tion satellites around the planet. As they approach Yentsin to billow out of the open hatchway! request landing clearance, the transmission starts with a control tower operator but then quickly goes to static and modulated Investigating their ship, the crew find something has exploded noise. A short time later they’re transferred to another operator. in the engine room and coolant fluid is everywhere. On first The operator apologizes for the switch, telling the crew that the glance, it seems the electricity from the lightning strike arced current storms has been wreaking havoc with communications. and blew open one of the main coolant supply pipes. The rebels are jamming the control tower’s transmission, and A closer inspection using Investigation or Engineering against then substituting their own. If the crew is suspicious, they’ll a Great (+4) difficulty will reveal that something exploded, but need a Good (+3) Systems roll to discover that the signal is com- it couldn’t have been caused by lightning. The lightning caused ing from another satellite, but the new operator can explain the explosive to go off early, the bomb was meant to go off as that’s necessary to get a better signal. A Good (+3) Empathy roll the ship was leaving the system. If the drive had been active, it can see through the lie. would have overheated and exploded, or if they could’ve shut it down in time they would have been adrift in space. What a The new ‘control’ directs the ship to a landing pad just outside tragic spacing accident. of a floating domed city. The rain is intense, and the lightning arcs along the clouds, occasionally coming down and hitting The bomb was planted by the rebels who were posing as the the dome or the spires around it in bright bolts. ground crew, slipped into place as they were unloading their cargo. If some of the crew members were suspicious and fol- lowed the dock crew around on board, the saboteur doesn’t try 1 to plant the bomb, instead it just goes off due to the lightning company store. This drains their pay, and keeps them on world. strike while the saboteur is standing next to the main coolant Another idea is that the rebels are funded by a competing corpo- pipe, blowing him and the pipe to pieces. ration that wants Ion Mining to sell off the planet at a loss, and so it’s hired people to go in and make things unprofitable. It could If the crew attempts to repair the damage, they can repair the even be a combination of both. damage to the piping, but they will need a new source of coolant fluid. The firefight in the landing bay will end inconclusively. If possi- ble, both Kran and Dalton will escape unharmed, if only to cause trouble a little later. It’s likely whichever side the crew throws Problem: A Fork in the Road down with will get the better of the situation, the two sides are fairly evenly matched otherwise. When the explosion happens, give the crew time to investigate The rebels are mostly trying to get the parts delivery out of here and realize that they don’t have the spare coolant to restock the and down into the street tunnels below ground, while the govern- ship. As they start to leave the ship to go in search for parts, the ment is trying to prevent them from stealing their supplies. rebels are finishing loading their ill-gotten cargo and the govern- ment shows up. A firefight starts, and the crew are caught in the During the first firefight, the crew might save the life of either middle. They have three choices at this point. Join the rebels, join Kran or Dalton. This would help the crew make an ally with the the government, or stay out of it all together. If the crew tries side they chose, and give them a bigger stake in the rest of the to stay neutral, one side or the other start shooting at them and adventure. make up their minds. On the rebel’s side is the fake dock-master Neal Dalton with three Problem: Lets Get Out of Here rebels per crew member, and on Ion Mining’s side is Javal Kran (pg. 5), Ion Mining’s Templar security chief, and his guards, There are two scenarios here, depending on which side the char- equal in number to the rebels. acters went with. Helping the Government DecommiSSioneD LanDing Bay After the rebels retreat, Javal Kran approaches the crew. She is Invoke: lots of cover, “I’m going to dive not too happy about the crew delivering the parts to the rebels behind that wall of shipping containers.” instead of the government, and will be especially annoyed if the Compel: not well lit, “Where did he go?” rebels made off with the parts. She offers the crew a way to earn the coolant fluid, and get back at the rebels at the same time. Kran has a problem. She doesn’t have any pilots at her disposal, so she needs the crew to help her with her plan. If they agree, Don’t forget the landing bay is also partly exposed, so The the crew is given a transport ship to make it look like a new Stormy Skies of Yentsin can be used as well. TransGalaxy crew is arriving to make another scheduled deliv- ery. Kran feeds information to the rebels that the new shipment There are two ways to go from here: is coming in, and hopes that they will attempt to hijack it. 1. Go to the people who planted the bomb, forgiving the rebels The new ship will be loaded with security forces, and when the and helping them in their attempt to overthrow the govern- rebels come to take the cargo, the security forces and crew can ment, or at least get some coolant to get out of here. take them down. 2. Help the government against the rebels, and hope to get If the crew won’t go along with the plan, Kran arrests them for some repair parts once the conflict calms down. conspiring with the rebels. This will cause a hell of a problem for the crew. Now, they can’t get off world, they’re at odds with the The crew may come up with another option, if so, roll with it. It authorities, and they pissed off the rebels, possibly the only people may go drastically off track from the description of this adven- who might have helped them. ture, but could lead to an interesting scenario. Helping the Rebels The government and the rebels aren’t going to be good or bad If the crew flees with the rebels, they end up deep underground in the adventure, as the GM, feel free to fill out the reasons for in a secret rebel bolt-hole. Dalton is glad to have the extra muscle the rebellion and what Ion Mining did to stir it up. A possible and apologizes for sabotaging the ship, explaining that the rebels reason is that Ion Mining treats things like a company town, and are trying to discourage transport companies from resupplying keeps its workers by making them pay for their goods from the Ion Mining. 2 Now that they are here, Dalton proposes that the crew help the Breaking into the storage facility will require a Great (+4) rebels hit a company warehouse where in addition to the things Burglary roll and about a few minutes of time. Loading the cargo the rebels want, they also store coolant. Ion Mining has stepped onto the rebels’ transport trucks will require Fair (+2) Might rolls up it’s security though, and a fight is almost inevitable. from all of the crew involved and take 15 minutes. Getting the transports away and clear will take Fair (+2) Pilot rolls, and take a The rebels need the equipment, but they also need the bodies to few minutes. Obviously, between the time required to eliminate help move it. Who better to help out than the Bulldogs? If the the security team and to perform these tasks, Kran will arrive crew helps out with this, Dalton promises to help them storm the with her reinforcements. The crew can try to cut these times with landing bay and recover their ship. better rolls and avoid additional fighting. For the loading roll, the time required is determined by the crew member with the lowest Problem: Ambush roll. If the crew is helping the government, they will be piloting a Problem: What Happened nondescript transport ship in, loaded with a bunch of security forces. This transport is, if it can be believed, in even worse con- to My Umbrella? dition than the ship provided by TransGalaxy. Kran is aboard along with 24 members of her security team, all heavily armed It’s time to get off this wet rock and back to work at TransGalaxy. and ready to fight. Again, there are two scenarios here: the crew either sided with the The rebels decide to take a different approach this time, however, government, or sided with the rebels. Both scenarios take place and as the ship is coming in for a landing at yet another dock- on the original landing pad, with a heavy storm overhead, bring- ing bay, it is attacked by surface-to-air missiles. The rebels want ing down sheeting rain and the ubiquitous lightning. to cripple the ship, then attack and loot it, so the missiles are aimed at the ship’s drive and maneuvering systems. Detecting in the incoming missiles is a Great (+4) difficulty Systems roll, and iT’S coming Down harD if detected, the pilot must make a Good (+3) Pilot roll to avoid Invoke: poor visibility, “I bet their aim isn’t being hit. If the missiles are not detected, they inflict crippling so good in this rain.” damage on the ship, and the pilot needs to make a Suberb (+5) Compel: it’s hard to get traction, “Careful on Pilot roll to land the ship. If the pilot fails, everyone aboard suf- that ramp! It’s like a damn river.” fers a Mild consequence. Then the rebels attack. The rebels have a team of 20, led by Dalton, and they come at the ship with everything they’ve got. Kran and her team will help defend, but if the crew tries to stay out of it, they will be fired The other conditions from A Fork in the Road are also still here upon no matter what. Kran will do her best to kill Dalton and and can be used (Decommissioned Landing Bay and The destroy as many rebels as she can, but if the ship crashed, she only Stormy Skies of Yentsin). has half her team (12 guards) able to fight in the ensuing melee. Helping the Government Problem: Raiding the Warehouse Kran thanks the crew for helping her out against the rebels, and promises to tell TransGalaxy that they should get a bonus for helping out. He’s already talked to his superiors about giving If the crew is helping the rebels, Dalton will lead them on a raid TransGalaxy a bonus for the help. against a company warehouse. Due to the rebel activity, Kran has stepped up security everywhere. The warehouse is guarded by 12 As the crew is repairing and refilling the coolant system, rebels security guards, but Dalton will make the assault aided by the attack the landing bay. If Dalton is still alive, he leads the assault crew and a dozen of his rebels. with ten rebels, plus two extra for each crew member. They want a reprisal for the trap the crew participated in, and to possibly Dalton is trying for a quick raid, and it will take Kran about 20 steal the ship. The mining company guards will help the crew, minutes to respond to an attack with a larger security team of but there are only six of them. The crew will need to jury rig some another ten guards, plus two more for each crew member, led by sort of repair while under fire and take off, taking the rebel’s prize her personally. That means the rebels and the crew need to handle away with them. the guards, break into the storage area, and make off with the goods within that time frame. 3 Helping the Rebels Back near the landing bay, Dalton thanks the crew for helping him and the rebels. The government has the ship guarded, and they will have to fight off the guards in order to repair and refill the coolant system. Kran will be there, personally leading a team of ten guards, plus two for each of the crew members. Dalton offers the help of the rebels to keep the government off their backs for a while, hopefully long enough to lift off. He brought along a team of a dozen rebels. He can’t do much about the government thinking it was the TransGalaxy crew stealing back the ship however. Aftermath The characters might have to live with the choices they made if they come back to the planet in the future. Depending on their actions and what side they chose, they might tip the balance in the coming conflict. 4 Neal Dalton Javal Kran Dalton is 26-year old Arsubaran, a natural leader, and a former Kran is a 42-year old Templar security captain who’s worked for miner from a family of company miners. He was convinced Ion Mining for most of her career after leaving the military. She to join the rebels when non-violent protests didn’t work. He’s sees the current conflict as just another in a long series of conflicts been hardened by the fighting, and is committed to the cause. in her life. The reasons for it don’t matter to her anymore, but she Inwardly, he wants the conflict to be over, and to stop having remains loyal to her employer Ion Mining. To her, it’s about duty people’s lives in his hands. and loyalty, not about right and wrong. Stress: □□□ Stress: □□□ □□ Armor/Shields: Armor 1, Shields 1 Armor/Shields: Armor 2 Fate: 3 Fate: 3 Skills Skills Leadership Great (+4), Engineering Good (+3), Deceit Good (+3), Guns Great (+4), Alertness Good (+3), Intimidation Good (+3), Guns Fair (+2), Empathy Fair (+2), Rapport Fair (+2), Systems Resolve Fair (+2), Leadership Fair (+2), Fists Fair (+2), Systems Average (+1), Alertness Average (+1), Burglary Average (+1), Average (+1), Endurance Average (+1), Artillery Average (+1), Contacting Average (+1) Investigation Average (+1) Aspects Aspects Center of the Universe; “I’ll Do That!”; “It runs in my Imperfection Is Unacceptable; Martial Discipline; “I’ve family.”; Land of the Fee, Home of the Slave; Oh Crap, It’s worked for Ion Mining for years now.”; “This is just like Kran Again; “I grew up on Yentsin.” that time on Orou Eight.”; Loyal to a Fault; “I’ve done a lot of things in my day.” Stunts & Species Abilities There’s a Familiar Face (pg. 21), Chain of Command (pg. 116), Stunts & Species Abilities Demolitions (pg. 112) Shot on the Run (pg. 114), Unapproachable (pg. 115), Sharp Eyes (pg. 109) Gear Blast Pistol (Damage 2, Range 2), Two Shaped Mining Charges Gear (Damage 4, Non-Lethal, Persistent Effect: Off Your Feet), Blast Pistol (Damage 2, Range 2), Blast Rifle (Damage 2, Ballistic Cloth (Armor 1, Hard to Detect), Defense Screen Accuracy 1, Range 3), Synthetic Plate (Armor 2) (Shields 1), Hi-Jack Infiltration Device (Independent: Systems Fair (+2), +2 Burglary to Bypass Security Systems, Right Tool Ion Mining Company Security Team for the Job) Average (+1) Physical minions, armed with laser rifles (Damage: 3, 1 vs shields, Accuracy 1, Range 3) and ballistic cloth (Armor Yentsin Rebels 1, Hard to Detect). Average (+1) Physical minions, armed with heavy blast pistols □ □ □ (Damage 3, Range 2), and defense screens (Shields 1). □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ 5 Neal Dalton Javal Kran Dalton is 26-year old Arsubaran, a natural leader, and a former Kran is a 42-year old Templar security captain who’s worked for miner from a family of company miners. He was convinced Ion Mining for most of her career after leaving the military. She to join the rebels when non-violent protests didn’t work. He’s sees the current conflict as just another in a long series of conflicts been hardened by the fighting, and is committed to the cause. in her life. The reasons for it don’t matter to her anymore, but she Inwardly, he wants the conflict to be over, and to stop having remains loyal to her employer Ion Mining. To her, it’s about duty people’s lives in his hands. and loyalty, not about right and wrong. Stress: □□□ □ Stress: □□□ □□□ Armor/Shields: Armor 1, Shields 1 Armor/Shields: Armor 2, Shields 1 Fate: 4 Fate: 4 Skills Skills Leadership Great (+4), Engineering Great (+4), Deceit Good Guns Great (+4), Alertness Great (+4), Intimidation Good (+3), Guns Good (+3), Empathy Fair (+2), Rapport Fair (+2), (+3), Resolve Good (+3), Leadership Fair (+2), Fists Fair (+2), Systems Fair (+2), Alertness Average (+1), Burglary Average (+1), Systems Fair (+2), Endurance Average (+1), Artillery Average (+1), Contacting Average (+1), Resolve Average (+1), [ ] Investigation Average (+1), [ ] Average (+1), [ ] Average (+1) Average (+1) Aspects Aspects Center of the Universe; “I’ll Do That!”; “It runs in my Imperfection Is Unacceptable; Martial Discipline; “I’ve family.”; Land of the Fee, Home of the Slave; Oh Crap, It’s worked for Ion Mining for years now.”; “This is just like Kran Again; “I grew up on Yentsin.” that time on Orou Eight.”; Loyal to a Fault; “I’ve done a lot of things in my day.” Stunts & Species Abilities There’s a Familiar Face (pg. 21), Chain of Command (pg. 116), Stunts & Species Abilities Demolitions (pg. 112) Shot on the Run (pg. 114), Unapproachable (pg. 115), Sharp Eyes (pg. 109) Gear Blast Pistol (Damage 2, Range 2), Two Shaped Mining Charges Gear (Damage 4, Non-Lethal, Persistent Effect: Off Your Feet), Blast Pistol (Damage 2, Range 2), Blast Rifle (Damage 2, Ballistic Cloth (Armor 1, Hard to Detect), Defense Screen Accuracy 1, Range 3), Synthetic Plate (Armor 2), Defense Screen (Shields 1), Hi-Jack Infiltration Device (Independent: Systems (Shields 1) Fair (+2), +2 Burglary to Bypass Security Systems, Right Tool for the Job) Ion Mining Company Security Team Fair (+2) Physical minions, armed with laser rifles (Damage: 3, 1 Yentsin Rebels vs shields, Accuracy 1, Range 3), ballistic cloth (Armor 1, Hard Fair (+2) Physical minions, armed with heavy blast pistols to Detect), and defense screens (Shields 1). (Damage 3, Range 2), ballistic cloth (Armor 1), and defense □□ □□ □□ screens (Shields 1). □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ 5 Neal Dalton Javal Kran Dalton is 26-year old Arsubaran, a natural leader, and a former Kran is a 42-year old Templar security captain who’s worked for miner from a family of company miners. He was convinced Ion Mining for most of her career after leaving the military. She to join the rebels when non-violent protests didn’t work. He’s sees the current conflict as just another in a long series of conflicts been hardened by the fighting, and is committed to the cause. in her life. The reasons for it don’t matter to her anymore, but she Inwardly, he wants the conflict to be over, and to stop having remains loyal to her employer Ion Mining. To her, it’s about duty people’s lives in his hands. and loyalty, not about right and wrong. Stress: □□□ □ Stress: □□□ □□□ Armor/Shields: Armor 2, Shields 1 Armor/Shields: Armor 2, Shields 2 Fate: 4 Fate: 4 Skills Skills Leadership Great (+4), Engineering Great (+4), Deceit Great Guns Great (+4), Alertness Great (+4), Intimidation Great (+4), Guns Good (+3), Empathy Good (+3), Rapport Good (+4), Resolve Good (+3), Leadership Good (+3), Fists Good (+3), Systems Fair (+2), Alertness Fair (+2), Burglary Fair (+2), (+3), Systems Fair (+2), Endurance Fair (+2), Artillery Fair (+2), Contacting Average (+1), Resolve Average (+1), [ ] Investigation Average (+1), [ ] Average (+1), [ ] Average (+1) Average (+1) Aspects Aspects Center of the Universe; “I’ll Do That!”; “It runs in my Imperfection Is Unacceptable; Martial Discipline; “I’ve family.”; Land of the Fee, Home of the Slave; Oh Crap, It’s worked for Ion Mining for years now.”; “This is just like Kran Again; “I grew up on Yentsin.” that time on Orou Eight.”; Loyal to a Fault; “I’ve done a lot of things in my day.” Stunts & Species Abilities There’s a Familiar Face (pg. 21), Chain of Command (pg. 116), Stunts & Species Abilities Demolitions (pg. 112) Shot on the Run (pg. 114), Unapproachable (pg. 115), Sharp Eyes (pg. 109) Gear Heavy Blast Pistol (Damage 3, Range 2, Big and Intimidating), Gear Two Shaped Mining Charges (Damage 4, Non-Lethal, Persistent Heavy Blast Pistol (Damage 3, Range 2, Big and Intimidating), Effect: Off Your Feet), Synthetic Mesh (Armor 2, Hard to Heavy Blast Rifle (Damage 3, Accuracy 1, Range 3), Synthetic Detect), Defense Screen (Shields 1), Hi-Jack Infiltration Device Plate (Armor 2), Combat Screen (Shields 2) (Independent: Systems Fair (+2), +2 Burglary to Bypass Security Systems, Right Tool for the Job) Ion Mining Company Security Team Fair (+2) Physical minions, armed with laser rifles (Damage: 3, 1 Yentsin Rebels vs shields, Accuracy 1, Range 3), ballistic cloth (Armor 1, Hard Fair (+2) Physical minions, armed with heavy blast pistols to Detect), and defense screens (Shields 1). (Damage 3, Range 2), ballistic cloth (Armor 1), and defense □□ □□ □□ screens (Shields 1). □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ □□ 5