Patron: Religious leader, Cleric
Required Skills: None
Required Equipment: Starship with low berth
Number of Players: 2-6
Whilst taking a well-earned break at Ovdyo (Foreven 2935), the players are asked by a two men for transport to Udika (Foreven 2934). They are both dressed in long smocks but their clothes are clean and appear new. The taller of the two men introduces himself as Callidan and his colleague as Vernrean. Callidan asks the players that for religious reasons, Vernrean travels in a low berth until their arrival at their destination. Vernrean’s status within their religious order is such that for complex theological reasons, he must not pass through into ‘heaven’ (off world) and be awake until it is his time to die.
Callidan has been hired by Vernrean as a guardian to help with the practicalities of travelling between worlds so that he may spread his ‘message’. The players will be paid handsomely (Cr 15,000) for their trouble.
If the players accept the offer, Callidan will tell the players that Vernrean is a religious visionary and he is travelling to a number of worlds to spread his word of salvation.
1. The job is as described and though the players may not agree with Vernrean’s views, he is harmless enough. As the players arrive at their destination, Vernrean tries to get the players to join his religion. He will however, not be offended if the players refuse and pays them in full Cr 15,000 with his blessing.
2. During the journey to Udika, Vernrean is recognised from news reels as not just a religious leader, but a wanted terrorist. Before the players can act on their discovery, Vernrean and Callidan have armed themselves, hold the players at gunpoint and summon another ship to kidnap the players and take them to the terrorist’s base. The terrorist’s intend to steal the player’s ship for their own and simply ‘dispose’ of the players.
3. Before the players recognise the Vernrean from the news reels, the authorities track the players down and order the players ship to stand to, accusing them of aiding a known felon. Vernrean calls himself a freedom fighter and tells the players that he is fighting against a corporate regime who murdered his family. It’s up to the players to decide whether to hide Vernrean and Callidan, or turn them over to the authorities and convince them they have nothing to do with them. It should be noted that before they left the starport, Callidan hacked the local data ‘net and added the players to the list of known associates/felons.
4. Halfway through the journey, odd things start to happen aboard ship, such as equipment malfunctions and ghostly occurrences such as poltergeist activity, lights flashing and things moving of their own accord. If the players look hard enough, they appear to be the uncontrolled psi-emanations from Vernrean in the low berth. The players must decide if the risk is sufficient to drop them off before their destination or not. If asked, the Callidan will deny anything to do with the occurrences and will appear quite offended. If the players do nothing, the malfunctions and ghosts will become more threatening, risking lives and the ship. If the players try to open the low berth, Callidan will do everything he can to stop the players.
5. Vernrean is actually highly developed Zhodani intelligence gathering android and has acquired a large number of Imperial secrets. It is gradually making its way back to Zhodani space, under the guise of Vernrean. Whilst in the low berth, it will send bursts of data traffic to alert the Zhodani fast courier that has been arranged to pick it up, to let the courier know it is on its way. However during one of these transmissions, the players pick up unusual data traffic and after some analysis, determine that it was coming from Vernrean in the low berth. Just as the players move to confront Vernrean and Callidan, the Zhodani courier appears and will threaten the players to allow Vernrean and Callidan to transfer to the courier. It’s up to the players to stop them. Vernrean and Callidan will do all they can to disrupt the players response.
6. Part way through the journey, Vernrean wakes and is released by Callidan from the low berth. He says that he has had a vision whilst asleep and gives the player’s co-ordinates to go to a supposedly dead region in space and wait. Unknown to the player’s, Vernrean has incredibly powerful psi-abilities and upon arrival at the co-ordinates, activates the ships jump drive, forcing it through a wormhole. The players ship arrives at an uncharted world with an orbiting spacecraft graveyard. Thousands of unidentified spacecraft orbit this stellar backwater, all apparently lifeless and in various states of condition. The players are asked to fly to a specific location and arrive at a starship containing more of the same race as Vernrean. They ask the players to help them repair their ship and assist with getting them back into the Foreven Sector.
The player’s dilemma is if they will help a group of powerful psi-beings back to their space, where they would be a powerful potential threat to the Foreven Sector, or attempt to escape and leave them in isolated space? However, the players are likely to need their help getting back to the Foreven Sector, due to their unknown location in the galaxy and the use of a wormhole to travel this far. In addition, what of the spacecraft graveyard and what secrets and surprises lie within?
Vernrean - as a religious leader/terrorist UPP 789AAA Bribery-1 Computer-2 Electronics-2 Engineering-2 Leader-4 Submachine Gun-1 Auto Pistol-1 Callidan - as Vernrean's Associate UPP 877976 Computer-1 Submachine Gun-1 Auto Pistol-1 Jack-o-T-1
As a Zhodani android, Vernrean should be classed as a TL15 pseudo-biological humanoid robot with technology employed sufficient to disguise any mechanical and electronic emanations so that sensors ‘see’ a biological being.
As a psi-being, Vernrean can move objects and disrupt electronics such as controlling ship systems. Specifics are not given here; the guide for the referee is that Vernrean is a member of a sufficiently advanced humanoid race that can control electronics and inanimate objects, using their powers seemingly without any loss of strength. The referee should play Vernrean and other members of his race as powerful beings more powerful than any others that the players have encountered. However, they are still biological beings and hence can be killed.