Goodbye_ArtemisIII

Introduction
During the great retreat following the Massacre of Artemis III, this colony shared the fate of many other worlds, and was overtaken by Shohan. Unlike many other colonies, Diyu never fell to the Shohan and remains under siege to this day. With the Terran Sphere pressing into the sector again, the Shohan are weighing their options for finally ending the siege. It is their hope to prevent the technology behind this successful defense from reaching the Terran Sphere proper by any means necessary.



The Por Nossas Mãos System
By Our Hands or Por Nossas Mãos is one of the inhabited star systems of the Alastair sector. The star itself is an F-V main sequence star about 3.75 billion years old. It is circled by six planets: 3 rocky worlds with only wisps of atmosphere in the inner system, 2 gas giants, and an ice giant on the other edge of the system. The fourth planet, a gas giant called Yùshān for its brilliant green coloration, sits squarely in the middle of star’s goldilocks zone, around which orbits Diyu: the fifth, largest, and last moon of Yùshān. Unlike most moons, Diyu is not tidally locked with its planet, instead maintaining a 5:2 orbital resonance with Yùshān; not unlike Mercury and its orbit around Sol. Uniquely, Diyu also has its own moonlet, christened Saci by Diyu’s settlers after a trickster figure of Brazilian folklore. It’s believed that this lumpy, barely spherical little moon was captured early in the system’s formation, and the transfer of its momentum to Diyu prevented it from becoming tidally locked to its plnet. In the process several of Yùshān’s smaller moons were ejected, some of which have since settled into trojan orbits trailing Yùshān at its L5 point.

The moon maintains a breathable atmosphere and life-giving hydrosphere, but its comparatively low gravity and the gravitational stresses it experiences from its primary have shaped the world into a complex global canyon network with an entrenched river-sea at its bottom. The canyons are broken only by the occasional patch of open sea, mesa top, or more frequently, volcano. This labyrinth helped give the moon its name after the maze-like Chinese hell, although the moon is a considerably nicer place to live than most traditional depictions of this afterlife. Purple toned wall-hugging vegetation climbs the canyon sides and most creatures have adapted to this vertical life.

Diyu's skies are almost always hazy, if not outright cloudy, as the world's warm temperatures, volcanism, and low gravity leave the planet under an almost perpetual shroud. Due to the moon’s passage through Yùshān's magnetic fields it has a highly charged ionosphere that has been hazardous to surface-to-orbit travel. Before they were destroyed by the Shohan, its beanstalks were major engineering challenges to emplace, requiring significant grounding and stabilization work.

Most buildings accommodate the weather and tectonics by embracing a flexible nature. To newcomers, the sight of a village swaying in the breeze or shaking with the earth takes some getting used to. Visitors with motion sickness are advised to sleep on the ground floor to avoid most of the motions.


Settlement And History
While habitable by humanity, the biology, geography and atmosphere of Diyu all made it a rather marginal case for settlement and the system was not highly placed on the newly established Colonial Board's list of colonization projects. As such, the Board was fairly surprised when a consortium representing a group of Operários and Martians submitted a colonization permit request. Confusion may have reigned at the Colonial board, but Terran Sphere revenue services eventually caught on to consortium's plan: the group had planned to combine a number of tax breaks set up for formerly oppressed colonial populations, such as the Operários, with ones for marginal environment settlement intended primarily for settlers on the original Chinese colonies. On top of these they wanted to mix in the standard new colonization breaks to create a tax haven for the venture’s investors. The scheme worked long enough for the colony to find its footing, but in recent years, the Terran Sphere Senate and other regulatory bodies had been working on closing down the kind of loopholes on which Diyu was founded.

In the century since, Diyu has developed from a simple tax haven into a robust financial services sector powerhouse that once controlled a significant portion of the loans for privately owned starships. Many small freight and courier outfits were slightly (and very silently) relieved when the ansibles from Diyu fell silent and payment notices no longer came through. Even though the financial services sector was the lifeblood of the colony, many of the Operários that helped found the colony also stuck to their roots and developed a substantial heavy industries sector in the many decades since its founding. These primarily focused on starship R&D. All of the orbital facilities were lost when the Shohan occupied the system, but the planetary industrial base remains more or less intact.

The government of Diyu is a modification of the Union hall system employed in the Stella Insula System: a series of town halls elect speakers to the Planetary Council, which in turn selects from its number a Planetary Speaker who acts as the Chief Executive. However, the position is nominally limited to running the system bureaucracy and doesn’t offer the holder much in the way of policy making leverage.

Operário(a) (Rank 1 racial tag)
Operários, or Laborers, are the descendants of Stella Insula’s working underclass who were unwittingly subjected to early gene modding by their Zanzibarian overlords. Appearance wise, Operários tend to be tall with little body fat, angular faces and widely spaced eyes. These genemods were intended to adapt the population to the low gravity of the numerous habitats of the Stella Insula system. While parts of the base gene mod package have been reused in other efforts to shape humanity, most notably the Abascians, this early effort had some significant flaws.

In general Operários:

  • Display increased agility, and are able to freely invoke their racial tag for climbing or efforts in micro g, and are able to freely burn the tag for a maneuver rating.
  • Can better withstand environments with lowered oxygen or cold temperatures.
  • Like other members of the Terran Sphere, receive extensive education in psionic theory giving them the first rank of the psionic tag.
  • Struggle more in normal gravity, and unlike other humans this racial tag can be condemned against them after long periods of strenuous activity in higher gravity that other branches of humanity would consider normal.

The population of Diyu drew heavily from the Stella Insula habitats, but subsequent generations have mixed with the martian-stock settlers and it’s possible to play either as a normal Terran Sphere human or one whose genes still carry the Operário stamp.


The Siege of Diyu
After the Massacre of Artemis III, Shohan forces swept through the sector as elements of the 3rd and 2nd fleets raced in to replace the demolished 4th fleet. During those years, Diyu served as a forward base for the TSN, and when the Shohan came the fleet fought hard to save the moon. Despite their efforts, it was not to be. The world fell in a final blitzkrieg attack by the Shohan that, unlike Prospero, left little time to evacuate the colonial population or restock the dwindling tangle supplies.

Initially, the Shohan’s full attention was given to destroying the Terran Sphere’s military force and they were content to place a blockade around the planet as they finished driving the TSN from the sector. When they finally turned their attention to the colony nearly a year later, they initially sent a communication to the planetary government informing it of its surrender and the terms under which they would be operating. They were surprised when this communication was met by a fierce rejection by Planetary Speaker Marcela Liu. The Shohan launched a score of drop pods at the planetary surface, expecting to make short work of the opposition, only to watch in bafflement as tremendous lightning arcs in the planet’s ionosphere destroyed the incoming drop pods. They tried this three times before concluding the colony below must somehow be responsible. Determined to punish the presumptuous Terrans, the Shohan commander ordered the hypercannons loose. Energy gathered, building to a lethal intensity before unleashing at the capital of Nova Fortaleza. It splashed across the upper atmosphere, striping away a tiny bit of it, but leaving the settlement below intact.

For the last several years, the same dynamic has been at play. The Shohan have maintained their blockade of Diyu and attempted at various points to establish a foothold on the surface. So far, a few attempts have established beachheads on the planet, and all of these have been destroyed by colonial forces assisted by lightning strikes. While the colonists have been able to hold off the Shohan, there are increasing concerns about the effects of the siege on the moon. Diyu’s ionosphere is starting to become depleted from repeated hypercannon blasts, risking a faltering defense against Shohan aggression in the short term and exposing the moon’s ecology to the hostile radiation trapped in its primary’s radiation belt in the long.

With the Terran Sphere Navy pouring into the sector in ever increasing numbers, the local Shohan forces are determined to breach the defenses of Diyu and prevent whatever secrets the colonists have uncovered from making their way to the greater Terran Sphere. While the Shohan are slow to change their tactics,
some among them have begun to look intently at Diyu’s moonlet, Saci, as a possible means to achieve their objectives.

Escudo de Tupã
Behind the lightning that has stymied the Shohan on Diyu is one Dr. Daniel Corrêa Avelar. The doctor was part of the early research into drive plasma’s effects on a Shohan Forcefield. When Diyu fell behind enemy lines he realized that Diyu’s heavily energetic ionosphere could be tipped over into creating massive plasma-producing lightning strikes. A psionic himself, he has assembled a trained team of energy manipulators that maintain a 24-hour vigil over the world using astral projection to leap into action against Shohan intrusions. The newly formed Escudo de Tupã Corps, named for an Amazonian deity associated with thunder, discovered that the heavy interference from their presence in the ionosphere also disrupted whatever the Shohan needed to do to establish a lock with their hypercannons, causing them to discharge in the upper atmosphere. This saved the colonists below, but at the expense of portions of the planet’s atmosphere that were swept away into hyperspace.

Although he has become world renowned for his creation, he is growing concerned about the effects of his creation on the atmosphere of the planet. He has increasingly turned to researching every bit of the historical archives for information on the Xan’s teleportation, hoping to find a way to break through the siege of his homeworld. As an energy manipulator he, and can feel what his Tupã Shield is doing to the atmosphere.


Battleground: Siegebreakers (GM Information)
Diyu is currently under siege by the Shohan. While they haven’t managed to establish a foothold on the surface of the moon, they have control of the rest of the system. Currently, most of the Shohan’s mobile assets are clustered around Diyu itself, and total 6 Destroyer squadrons anchored by 3 Dreadnaughts. If the game is using the material presented in the Deployment Companion, then 2 of the Destroyer squadrons are Drone Destroyers. The Shohan have also installed a sensor network around Yùshān and its moons, with additional coverage on the approaches from other stars in the sector. In addition to these eyes and ears in the outer system near the grav shore, at least one of the squadrons is dispatched for patrol duties in the outer system. While there are not enough sensor platforms to cover the entire system, the sensor drones and the patrol both remain in constant motion: jumping through the system, hoping to catch the telltale gravitational eddies of a starship crashing its wave on the grav shore. In addition to their mobile assets, the Shohan have established multiple facilities on Saci that serve as logistics, manufacturing, and repair nodes for the siege forces. These facilities mount between 4 to 6 flare guns similar to those found on Destroyers as defensive emplacements and are protected by a force field (Strength: 60). Once that falls, they are easy targets .

Canceling the Apocalypse
For psionics to affect something the size of Saci is a herculean task. An object this size will need multiple colossal-sized (8 strain base) telekinetic thrusters at a maneuver rating of 4. For each round that the psionics are pushing they absorb 32 strain per TK thruster. In most cases this will require multiple psionics working in concert in a Rank 3 Telepathic attunement, which will carry its own strain costs as well. On the mechanical side, each Psionic will need access to a major power supply with a strain rating equal to the portion of that strain they’ll be taking (Major power supplies give +20 strain per rank.) Also, they should be wary of imbibing in Psi-Amps to assist with the strain. The euphoric effects of these drugs can be contagious across mindlinks and may result in a given team losing focus at a critical moment.

The overall commander for these forces is Star-Overseer Crisiant. The Star-Overseer has been in place since Shohan forces swept through the system. Although he distinguished himself well in the fighting beforehand, even among the Shohan he is rigid in his thinking. However, he is committed to his troops and those under him have formed a true espirit de corps. The Star-Overseer has two principle lieutenants; Squadron Warrior Asgre and Squadron Warrior Emris. Asgre comes from a prominent lineage amongst the currently ascendant sects. In so far as such a thing can be said of a Shohan, she is more of a free thinker, and is inclined to push Shohan tactical doctrine to the limit. Among the Siege’s leadership, she is the principle advocate for a “swift resolution” to their current operation. Emris by contrast is a former Overseer and, despite his change in Caste, retains some of his technical proficiencies. Unlike Asgre, Emris cares more about the loss of life that would result, and the idea of brute forcing the solution offends him on a technical level. While the philosophical divisions will be opaque to Terran Sphere commanders in almost all circumstances, good tactics rolls may allow them to observe the differences in their fighting styles and possibly find a way to use that knowledge to their own advantage.

If the Terran Sphere is to make gains into the sector, Diyu, as one of the worlds with the highest population behind enemy lines in the sector, becomes one of the natural priorities. Conversely, even if the war is going poorly elsewhere in the sector, the Terran Sphere may still attempt a raid to reconnect with the stubbornly defiant moon in the hopes that it can reverse the fortunes of their campaign in the sector.

Initial concerns for the Terran Sphere are going to focus on establishing the situation in the system. The Terran Sphere does not realize that the colony is still resisting at first, but analysts may become suspicious when Shohan mount more aggressive anti-recon patrols than normal, or see the strong jamming field centered on the planet. For the Terran Sphere, their response to these anomalies would likely involve dispatching a DIRT team in a phantom to get a closer look at the situation. If this is the players, they have a potential session of playing cat and mouse with the Shohan patrols, observing an attempt by the Shohan to breach Diyu’s defenses, witnessing Tupã Shield in action, only to finally charge hell for leather towards the grav shore with the Shohan hot on their tail. Should they fail, they might have to seek sanctuary on the planet.

Other complications may come from internal sources; many smaller to mid sized shipping lines have benefitted from the unintended banking holiday on their ship mortgages. The unscrupulous or desparate among these shipping lines might be willing to take action against a recon mission to the system, should they find out about one. Their response may range from pulling whatever diplomatic ties they can leverage to redirect fleet efforts or hiring Consultants to sabotage the mission itself. On a larger scale, the Fleet’s plans to retake the system may result in a slow down in critical supplies as shipping interests start dragging their feet when faced with several years of back payments finally coming due. The more diplomatic among the players may help negotiate some form of settlement for these debts on the Fleet’s behalf.

As pressure on the Shohan siege forces ramps up, they may decide they can not afford to let the Tupã Shield fall into the Terran Sphere’s hands, attempting to bring down the moonlet of Saci on the recalcitrant colony to ensure this never happens. Should the Terran Sphere discover this through its recon efforts, it will serve as a dramatic call to arms as the fleet diverts every available resource to the colony’s aid. Such a mission would have multiple avenues for the players to pursue. Some of the possibilities include: ground assaults on the engine bases built into the moonlet to disable Shohan drives, capital ships ramming into the moonlet and using their drives to counter the moonlet’s fall while lighter craft try to fend off shohan counter attacks, or psionics gathering their mental might to help propel the moonlet off its apocalyptic course.

This can be a make-or-break moment for the Shohan and Terran Sphere forces in the sector. While the sidebar above gives an idea of the initial forces available to the Shohan, it’s possible that additional forces can jump into the system once they realize that the Terran Sphere has arrived in force, providing an additional sense of urgency to the rescue mission. If the Terran Sphere can somehow scrounge up the resources, possibly due to the efforts of the players, there is the potential for the Terran Sphere to sweep up some low hanging fruit elsewhere while this battle in ongoing. On the flip side, it’s possible that the sudden rescue mission here put operations elsewhere, in great danger. New Detroit is one possible site where the loss of forces may upset a delicate timetable.

Diyu Siege Forces By the Numbers

Star-Overseer Crisiant
Action Points: 7
Skills:

Leadership 21, Tactics 21, Gunnery 21, Pilot 21,

Tags:

[Man Your Lines! 2]
[Duty is Honor 2]

Squadron Warrior Asgre
Action Points: 6
Skills:

Leadership 18, Tactics 21, Gunnery 21,

Tags:

[Let’s Finish This 3]
[Dances on the Blade’s Edge of Propriety]

Squadron Warrior Emris
Action Points: 6
Skills:

Leadership 20, Tactics 18, Engineering (Starships) 21, EW Warfare 21

Tags:

[Blinded Them With Science 2] [Solves Practical Problems]

Dreadnaught Squadron (1)
Battlestrain: 65
Skills: As per the Dreadnaught Skill list
Tags: As per the Dreadnaught Tag list
Equipment: Shohan Dreadnaught


Destroyer Squadrons
(4 Destroyer, 2 Destroyer-Drone)
Battlestrain: 50
Skills:

As per the Shohan Destroyer or Drone Destroyer Skill list

Tags:

As per the Shohan Destroyer or Drone Destroyer Tag list

Equipment: Shohan Destroyer or Drone Destroyer


Flare Gun Crews (1)
Battlestrain: 35
Body: 50 Skills: Gunnery 20
Tags: [Give Them Some Flack]
Equipment: Flare Guns with stats identical to those mounted on a Shohan Destroyer.

 

System Tags

[Past Due Notice]
[Catch Lightning In A Battle]
[Purple Haze]

 
Category: Uncategorised

Introduction
Lying near the center of the sector named for it, Alastair’s Star is the last remnant of a long dead giant star: a pulsar with a strong magnetic field encasing it. The lonely relic had hosted a small research station prior to the war that was largely abandoned when the Shohan swept through the sector. Now, with the Terran Sphere’s forays into the sector, the former research station has become the center of Fleet operations in the region.



Alastair’s Star
Like many stars of its type, Alastair’s Star is the remains of a star that had reached the end of its life, large enough to explode in a massive supernova but small enough to avoid collapsing into a black hole in its death throes. What was left was a tiny dense neutron star spinning hundreds of times per second and emitting wilting beams of radio waves from its poles.

The Razors
Mechanically, an encounter with the Razors may be simulated as a surprise missile salvo of 2d10 standard Kinetic Kill Shot missiles as per the rules for missile salvos. For the purposes of targeting, the swarm has a defacto gunnery task score of 17.
 

Despite the devastation, the pulsar has developed a planetary system in its afterlife. Four worlds circle the star, 3 terrestrial worlds and one gaseous Methuselah planet - an ancient world from the very beginning of universe. The Methuselah planet, known as Tithonus, is likely to be recent acquisition despite its age as the devastation that occurred when it went supernova would have destroyed the planet. The planet’s extremely eccentric orbit bears this idea out to many scientists that have studied the system. One theory for Tithonus’ presence postulates that Alastair’s Star once encountered the planet’s original star, only to consume it, leaving behind the ancient world as its only gravestone.

Scientists were aware of the star early on in Humanity’s expansion into the stars. However, the star and its system were not properly surveyed until the second wave of exploration and expansion that followed the end of the Colonial War and the formation of the Terran Sphere. A lighthouse for the sector, the system was actually the first in the sector to host a human presence, as a scientific mission has been studying the system since its discovery.

The Alastair system is dangerous to humanity in many ways. While the star is barely visible in the spectrum of light humanity can see, its magnetic fields generate ferocious waves of radiation sweep over the system, and it is all modern radiation protections can do to withstand the onslaught. These same fields mean that non-ansible communication is almost impossible. In addition to the main planets that orbit the star, the pulsar’s magnetic field has swept up numerous pieces of interstellar debris over the course of existence. Swift, dark and fast moving in their eccentric orbits, these bits of debris are known as “the Razors” by experienced Alastair hands, and continue to be a hazard to ships transiting the system.



The Station
Although the first pulsar was discovered in 1967, mankind would go nearly a century between discovering gravitic drive and making starfall at one. The scientific community was eager to conduct detailed studies of a phenomenon that had previously been observed only with telescopes. However, the environment created by this pulsar demanded special adaptations, reflected in the design of the station today.

Alistair station is built into a relatively dense nickel-iron planetary core fragment, the planet itself likely having been destroyed in the supernova that created the pulsar. Although this dense material is difficult to tunnel into, the radiation and magnetic shielding needs of a long term outpost made it the best choice for habitation. Originally home to a research team of thirty plus support staff, the Shohan advance led most of the residents to evacuate.

Dr. Alric Tanaka, the project lead, and a few others declined to evacuate with the rest of the staff, unwilling to abandon their long running experiments to rumors of alien aggression. During his self-imposed exile, Dr. Tanaka noticed the arrival of a few Shohan probes. Two arrived on the fringes of the system, far beyond the grav shore, while a third appeared close to the pulsar and impacted. A few more probes came and went over that first year of solitude, demonstrating the same behavior. Using the last dredges of tangle remaining at the station, Tanaka communicated this back to his colleagues in the Terran Sphere. He theorized that the properties of the pulsar created some kind of hazard for hyperspace travel. After the Battle of Zanzibar, some of Dr. Tanaka’s colleagues who had joined Project Leapfrog pushed for the TSN to insert their own observation team at Alistair. So far no one has isolated why this particular pulsar poses such a hazard to the Shohan. Theories range from the mundane: focusing on some aspect of the star’s powerful magnetic field, to the outre: hidden technology from a prior population or some hyperspatial calamity from the star’s death throes. No one in the Terran Sphere is truly certain, although every avenue is currently being investigated.

What began as a curiosity amongst former colleagues has led to a massive influx of fleet personnel and equipment. The station was never designed to accommodate more that a hundred souls, much less function as a military outpost. However, being the only human inhabited system where no Shohan vessel has ever made starfall has made Alistair a hot property. It has become an invaluable resupply point for staging raids and some larger operations deeper into the occupied territories. As such, despite the environmental risks the system has become the Fleet’s central command outpost in the sector. Admiral Aydin of Fifth Fleet was given command of the operations and logistical depot that has been added to Alastair Station’s mission.

Despite its potential as a bastion and refuge from the Shohan, the logistical issues of attempting to build a permanent fleet presence here are daunting. The initial station was not built with the military in mind at all. There was enough docking space for only a few supply vessels and small research craft. Turning it into a permanent fleet logistics hub has already involved extensive construction. Burrowing into the tough material of the planetary fragment is an exhausting task, even for the Terran Sphere’s industrial base. Trying to expand further to a full-on staging area might require more space than truly exists for the station. Between the magnetic disruptions, exotic radiation, other broken planetoid orbital paths and the Razors, usable space is very limited. Most of the effort has gone into expanding the station’s docking facilities and warehouses, which means that the shoreside amenities for docked crews are growing more and more limited. This has caused intense competition for spots in the few bars and other entertainment areas the station currently supports, More than a few altercations have occured when one crew refused to shift out of their favored watering hole when a new crew rolled into the station.

In its current incarnation, the station has one complete docking ring drilled into the metal of the planetary core fragment. This dock can only hold 10 frigate class hulls, and that takes some careful arrangement by dockhands. Another, significantly larger, dock is currently being drilled from the metal. Only a third of the ring is completed but already it can hold as many frigate class hulls as the inner ring, although the competition with construction traffic in the transit tunnels to and from the station proper makes the outer ring a less desirable berth. As a result, this is usually relegated to lesser ship classes such as cruisers which take half to a third the space of the larger frigates, depending on the composition of the ships docked there at any given time. From the docking rings, a number of transit tunnels run to the Promenade.

The Promenade is the centerpoint and largest open area within the station, a space one hundred and fifty meters across with a towering six meter ceiling. This ceiling is covered with a display which mimics a natural terran sky, complete with day and night transitions. The airflow is also altered by algorithm to imitate natural breezes. These illusions of wind and sky help the residents forget the subterranean nature of their homes; a valuable psychological relief for their months- or years-long missions. The ground area is largely devoted to grassland suitable for sport or a picnic along with an orchard of small fruit trees. The cafeteria is located along one wall, allowing for ‘outdoor’ dining. Many of the station’s labs and offices look out onto the promenade, offering those working within the illusion that they are in an office building rather than a tunnel system. Beyond this central point, various modules have been drilled out of the shard in a rough hemisphere surrounding the Promenade. Since the Fleet has taken over the station, many of these have been enlarged to create a warehouse system along with machine shops to help repair damaged ships that make their way to the station. The yard facilities remain limited though, so much of the repair work done on the station is intended only to stabilize a damaged vessel until it can retreat to a proper dry dock.


Master Chief Carla Montgomery
Aide De Camp to Admiral Aydin, black market queen of Alastair Station

Master Chief Montgomery is a prim older woman, about 75 years of age, who has served in the Fleet for some 30 years. Her current posting as the senior non commissioned officer on Admiral Aydin’s staff reflects her administrative talents honed over decades in various administrative positions. Alastair Station, however, has given her an opportunity to try her hand at a new profession: Black Marketeer. As ships began to flood into the system, and the available space for restless crews shrank under the increased demands on the station, the number of disciplinary incidents skyrocketed. It was after one particularly bloody bar brawl that the master chief decided that something had to be done to control the disruptions. It began simply enough by allowing some of enterprising individuals to use whatever empty storage containers were available in the new warehouses as temporary speakeasies. The solution worked, although it required constant vigilance on her part to stay one step ahead of the busy dock and warehouse schedules.

Of course, illicit bars were only the first step. Order on the station needed to be maintained and there were other needs that rowdy service members were looking to fulfill. These days, the bars are a little more full service and the bribes a little more extensive to keep the noise down, there have even been a few unpleasant incidents that needed… a firm hand… to resolve.

Roleplaying Notes
On the surface the Master Chief is the model of staff non com: organized, disciplined, on top of everything in her domain with a brisk no-nonsense attitude to Fleet life and its eccentricities. When dealing the PCs, she should strive to maintain a professional air at all times. While she still primarily sees herself as a service member of the fleet, this “sideline” of hers has already caused her to move in ways that even 6 months ago she would have been shocked by. Still, she’ll strive to move through proper channels to deal with threats, harassing those investigating her operations bureaucratically, moving on to tougher measures only after her extensive bureaucratic experience has failed her.

By The Numbers
Racial Tag: Human
Initiative: 5
Skills:

Detection 13, Discern 18, Persuade 19, Socialize 20, Diplomacy 18, Organize 18, Athletics 15, Melee 14,
Firearms 16, Computers 14

Tags:

[Between Order and Execution 3], [The Accoutrements of Success 2],
[A Cog in the War machine 2], [Works for a Living 1], [My Little Lads 2]

Refresh: 4,
Body Track: 15
Gear:

Carry Comp, with Military-Grade Security. Her own Access codes to most of the station, as well as Admiral Aydin’s personal access codes.

The Stockade
Noting that the Shohan FTL and communications both use hyperspace technology, the Terran Sphere has decided to use Alistair station to store many of its prisoners of war. Most of the time, these prisoners are kept in cryogenic stasis, as had become the standard for Shohan prisoners elsewhere in the Sphere. When thawed out for interrogation rather than the rage exhibited elsewhere, Shohan prisoners on Alastair station show more confusion and, in some cases, even outright fear or despair. Unable to communicate with their people in the usual manner, they feel exposed and vulnerable. As a result, they are often more pliable and responsive, with their every action poured over by the various researchers gathered at the newly established facility. Beyond passive observation, researchers are attempting to run any number of psychological and sociological experiments to help build their understanding of the reclusive species. Understandably, the Terran Sphere is acting quickly to capitalize on this breakthrough and is planning on transferring more prisoners to the new prisoner facility.

Fleet Intelligence and OGI are gingerly discussing whether to resume attempts at telepathic interrogation of the Shohan prisoners in the new facility. Previous attempts were stopped after the berserk rages they invoked in Shohan prisoners led to numerous casualties. Early efforts, where a telepath sits in a protected area and restrains themselves to the lightest of passive scans have shown that the Shohan prisoners are aware of the telepath but not aggressive toward them as they were in prior cases. The telepaths still report extreme difficulty in getting even the faintest of impressions from the POWs, but for Terran Sphere intelligence this is still leagues ahead of the disastrous interrogations that took place early in the war.

There are, however, those who believe that the connection to the hypercomms is not, in fact, completely severed, only severely diminished, and that these prisoners might still be able to contact the rest of the Assembly. This possible security risk is the subject of much debate. Admiral Aydin, however, is far from deterred. She believes this should be encouraged and exploited and by presenting a target for the Shohan, to force them to come to this system: one of the only known, inhabited systems where the Shohan have disadvantage to their mobility. Admiral Aydin and her staff have run several private exercises around a possible Shohan strike at the Station, but it remains to be seen if the opportunity will present itself, or if their plans will match the reality.

Chief Interrogator Resh’Yar’Tsun’Do
Master of the Stockade

In charge of the interrogation of the Shohan prisoners is Lieutenant Resh’Yar’Tsun’Do, one of the Chiron expatriates who left the Star League to join the Terran Sphere Navy when the war started. His daimyo suffered a particularly stinging rebuke during the Great Humiliation, so a large portion of his company made the jump, though they ended up in many different branches of the Fleet. For his part, Resh’s karashmela, the Chiron equivalent of a PhD, in Xenopsychology has made him an invaluable asset in the interrogation of prisoners of multiple species, including the Shohan.

Roleplaying Notes
His primary personality, Resh, is almost invariably the first one to be presented to an interrogated prisoner. Generally, this is approached in a fashion that most humans would recognize as a visit to a psychiatrist. However, Resh is not attempting to get the prisoner to open up on this initial discussion, as much as he is attempting to determine which of his own other personalities would best be able to leverage information out of the subject.

He is usually accompanied on interrogations by his assistant, Second Lieutenant Haqim el-Farred, a recent graduate from the Xan Academy, specializing in Telepathy. Usually just on-hand as an observer and lie-detector, for particularly tough nuts to crack, Tsun in particular is known to call on Haqim to deepen the attunement and dig deeper, since the reduced connection to the hypercomms seems to also prevent the usual berserker reaction to such probing.

By The Numbers
Racial Tag: Chiron
Initiative: 5
Skills:

Detection 15, Discern 18, Persuade 20, Socialize 20, Diplomacy 18, Organize 18, Athletics 13, Melee 12,
Firearms 16

Tags:

[Talk the Devil Out of Hell 3], [Echo of Humiliation 2] [The Mind Is Its Own Palace 2], [Living with Single Personalities 1], [For King and Country 1]

Refresh: 5
Body Track: 20
Gear:

Carry Comp, with Military-Grade Security, light armor

Battlefield: Jailbreak (GM Information)
Alastair Station is currently the center of fleet operations in the sector. Were it not for the Hyperspace inhibiting effect of the pulsar, it would be a prime target for a Shohan counter strike. As it stands, the Shohan may be willing to nibble around the edges of the system, particularly if they are in hot pursuit of an enticing target, but will otherwise keep their distance. Unless, of course, they discover the prisoner of war camp.

There are several ways that the Shohan may become aware of the prisoner of war camp hosted on the station. One possibility is that they intercept a prisoner transfer by chance and are able to recover some of the Shohan prisoners. Alternately, if using the material from the Deployment Companion, it’s possible that the Shohan infiltration team presented there stumbles upon the information in the course of their own activities.

While the Shohan will urgently seek some way to free their compatriots from the terrible prison the Terran Sphere has created for them, Admiral Aydin is unlikely to get her wish of a pitched battle where the Shohan commit their forces to such an unfavorable battleground. Instead, the Shohan forces are more likely to focus on harrying ships moving into the system, paying special attention to transports that might be carrying more prisoners to the camp through the outlying stars. Once this becomes apparent, Terran Sphere forces will have two main avenues to respond. The first is to increase the escort strength protecting convoys, at the risk of upsetting the operational tempo of their offensive efforts, The other option is to route ships through deep space, either accepting the risk of manually countering their drives or diverting logistics support to establish a stop over point. Such a point would likely need to keep rotating its position in order to avoid detection by the Shohan who would surely attempt to destroy such a transport node.

Meanwhile, the Shohan will seek alternate means to win the release of the prisoners aboard the station. The Infiltration team described in the Deployment Companion may attempt to stage a jailbreak, using a captured Terran Sphere vessel that has been modified to incorporate Shohan style shielding. Getting access to an isolated fleet base like Alastair Station is quite difficult, but here they may be able to use Master Chief Montgomery’s indiscretions to their advantage; gaining the trust of her black market contacts before organizing a “supply run” for the Master Chief. Along similar lines, the Shohan may be willing to hire non-human mercenaries to assault the base in their name. Similar to the infiltration team, these mercenaries will have been paid with black-box Shohan style force field generators. For the Shohan, this has the added bonus of doing more damage to the Terran Sphere station and forces that have become a perennial thorn in their sides. Whether the Shohan are willing to let them keep their payment however, is an open-ended question.

Finally, and most surprisingly, the Shohan may be willing to talk. In this case, the Shohan may contact the Terran Sphere in one of the disputed systems to discuss a prisoner transfer. For Terran Sphere diplomats, the first chance to talk to the Shohan after years of silent violence is in itself amazing, but they may be disappointed by the limited scope of the negotiations with which the Shohan will agree. Their offer essentially boils down to: releasing X number of prisoners from occupied space in return for the release of all prisoners currently at Fort Alistair, and an agreement that no prisoners be housed there for Y years. From the Shohan perspective, releasing some prisoners now is only a stay of their ultimate fate; if it preserves some Shohan, so be it. Likewise, they are confident that in the specified timeframe, the issue of housing prisoners at the Station will be moot.

Alastair Station Garrison
While the station’s forces have a high turnover rate as the tempo of operations elsewhere in the sector ebbs and flows, Admiral Aydin maintains a few standing forces to defend the system against Shohan incursion, no matter how improbable that seems. The core of this is a set of four Defiant squadrons. With their firepower and lacking the legs or tonnage of other fleet elements they’re well suited for the role, given the Station’s limited docking facilities. Even then, most of these ships remain on patrol to free up valuable docking space, hot swapping in as required. Additionally, with some administrative shenanigans on the part of Master Chief Montgomery, the Admiral has retained the use of two LASCO class frigates that she’s turned into pocket carriers, each holding a full complement of Dragons (24 total, organized into 4 squadrons) and their support crews.

Standard Defiant Squadron
Battlestrain: 40
Skill List: Piloting 20, Gunnery 20, Tactics 20, Computers 18

Tags:

[Up Close and Personal 2], [The Bulldog Ballet],
[Always Keep An Eye On the Fuel Gage]

Equipment: Defiant Class Cruisers

Standard Dragon Squadron
Battlestrain: 40
Skill List: Piloting 20, Gunnery 20, Tactics 20, Computers 18

Tags:

[By The Rockets Red Glare 2], [Get In, Get Out],
[Of Course I’m Coming Back]

Equipment: Dragon Class Escorts

Elite “Alpha” Defiant Squadron (One Available)
Battlestrain: 50
Skill List: Piloting 20, Gunnery 22, Tactics 21, Computers 18

Tags:

[Twist the Knife 3], [The Bulldog Ballet],
[Always Keep An Eye On the Fuel Gage]

Equipment: Defiant Class Cruisers

Elite “Alpha” Dragon Squadron (One Available)
Battlestrain: 50
Skill List: Piloting 22, Gunnery 20, Tactics 20, Computers 20

Tags:

[Missile Lock! 3], [Some Fancy Footwork There 2],
[I’m Your Guardian Angel]

Equipment: Dragon Class Escorts

System Tags

[Razorburn]
[What You Are In The Dark]
[A Game of Inches]
Category: Uncategorised

Officially known as U-Rho 454, this sector is more commonly named after the pulsar that sits near the center of its volume. Human inhabitation of this sector is fairly old, first dating to the grand expansion that occurred shortly after the end of the Colonial War and Terran Sphere’s founding. The sector is no stranger to war, for many of the battles of the Kriak Second Crusade were waged through it, and there are scars that linger even now. Still, many of the worlds here have known nothing but peace for a long time before falling to the Shohan’s advance.

Due to its proximity to the Terran Sphere’s core, the sector was one of the last to fall to the Shohan during their march to Stella Insula and the central systems of the Terran Sphere. Since the battle of Zanzibar, the sector has been one of the top targets for the TSN as it looks to push the Shohan fleet back. While the Terran Sphere has had some successes liberating systems in this sector, the situation remains in flux. Even on a liberated world, no one should rest too comfortably as the fleet elements assigned to these systems remain on a high state of readiness.

The sector once had a fairly staid and placid reputation, but the turmoil of the war has brought scavengers into the sector, groups that have little concern for the greater conflict raging around them, save for how they can benefit from the chaos.




 

To use this map in play: a ship may move a number of units either straight or diagonally in a direction up to the maneuver rating of its FTL drive per week of travel.
Category: Uncategorised

The following is our current list of revisions to the Redemption Ruleset. Last update was: 05/16/2022. Most recent changes are in italics.

 

Combat

  • P183: Plasma Weapon Attacks should be +2 Multiplier versus shields, not "Double Damage" as described here. This brings it in line with the description for Counter: Shields on P212. 
  • P183: Terran Sphere psionics using force fields circumvent the restriction on Psionic effects by having a gap in their force field's protection. This means that their force fields may be bypassed by aimed or area attacks that happen while they are using their powers. Normally this vulnerability only lasts for the Psionics turn, leaving them vulnerable to sustained attacks, but ongoing effects require the gap to remain open and exploitable. 
  • P185: Armor Reduction from Coordinated Fire or from attacks with Counter: Armor persists until the end of the round, allowing subsequent players to take advantage of the target's weakened state.
  • P191: Battle strain can be spent on a 1 to 1 basis to increase the number of missiles in a salvo. This can not be used in conjunction with the Coordinated fire effect. 
  • P191: Using Battle Strain to Activate Tags or Perform Extra Actions with a unit does not fall under the single Battle Strain expenditure per round rule. Additional extra actions after the first cost increasing multiples of 3 Battle Strain (6, 9, etc...) as per the extra actions for AP rule. 
  • P191: A character attached to a unit may use Tags and their personal AP to skill switch from the unit's target number on to their corresponding skill.
  • P194: Missile attacks reduce their targets' total margin of defense by the number of attacking missiles in the salvo not -1 per salvo launched at the target. This reduction is not restricted to their bonus margin of defense from anti missile fire.

Item Creation

  • P210: Omission of Turret rules from Attack attribute - Spending the base cost for an attack multiple times allows additional gunners to make attacks with the weapon, or the same gunner assuming he spends the action points. The Ships of the Line design exercise starting on page 219 provides an example of these rules in action. 
  • P210: Melee attacks can never gain the Area attribute.
  • P212: Counter Armor no longer can bypass non-partial armor on an aimed attack. Instead on an unaimed attack it will reduce armor by 1. Aimed attacks will grant an additional 1 armor reduction for the attack, bringing the aimed attack to -2 armor. However, the armor reduction contributed to other attacks remains at -1 armor. 
  • P213: Reactionless drives should not expel Reaction Mass 

Gear

  • P226: Psionic Light Armor's fuel should read 10 Days/Combat turns instead of "1 Day" 
  • P227: Riot/LEO Armor, Psi Variant, fuel should also be 10 Days/Combat turns
  • P227: Standard Powered Armor possesses Battlefield, not Firefight level armor. 
  • P228: Kavacha Powered Armor possesses Battlefield, not Firefight level armor.
  • P231: Wellpoint Armory Stormguard 9MP ammo now costs CR 1 instead of "3x"
  • P232: The Plasma Carbine has the following changes: Weapon multiplier increases to 4x from 3x, Ammo cost is CR 1, not 5x, and it loses the Area attack attribute, to be replaced with Counter: Armor. 
  • P234: Light Plasma cannon ammo now costs CR 1. 
  • P235: Personal Psi Link should read Moderate instead of Major Power Supply. Strain should be 10 not 25 - This is the most important change on the list, as starting Psionics were more powerful than intended as a result. 
  • P238: The Psionic Strain on Psi Amps reduced from +25 to +10.
  • P248: Telekinetic Shuttles now have a Major Psi Link.
  • P255: The Phantom DRIV possesses a Moderate Laser Link
  • P258: Skeleton Crew of Standard Frigate up to 100, from 10, Full Complement to 200, from 20. 
  • P262: The Arniston is missing its Power Slots listing: 6 Major, 3 Used. 
  • P264: Heavy Railgun - Attack increases from 6 to 7, body to 50. 
  • P264: Heavy Laser Cannon - Attack increases from 7 to 8, body to 50. 
  • P268: Tse Blade attack multipliers increase to 5x. 
  • P268: Shohan Personal Armor possesses Battlefield, not Firefight level armor. 
  • P269: Shohan War Drone's Body increases to 80, armor increases to 5

Psionics

  • P278: Astral Projection costs 1 strain per round or scene that the character maintains the projection. 
  • P285: Necromantic attunements may be sacrificed to gain strain at 10 points for every rank of the attunement. 
  • P285: Necromancers may shunt damage to their strain track at a 1 to 1 ratio, previously this was 3 strain for every point of damage.

 

Category: Uncategorised
  • Introducing Redemption
  • About Us
  • Purchase

For centuries, the ships of the Fleet protected the worlds of the Terran Sphere. Now, that time has passed. Its once mighty ships have been seared to ashes and its worlds laid bare before the mysterious Shohan’s assault.
But, the Fleet has found the a weakness in their previously inscrutable enemy. Despite the devastating losses, the Terran Sphere has managed to win its first victory against the Shohan, alting their advance and turning the war into a bloody stalemate between the two sides. As the fleet rebuilds it will need new leaders to break this stalemate and bring about its...
REDEMPTION

Redemption is Silent Spirits’ upcoming tabletop Military Sci Fi RPG. Chronicling the war between the Terran Sphere and the Shohan Assembly, and its effects on the Fourth Population of the galaxy, the game lets players take on the role of characters from the Terran Sphere and beyond. As they are swept into the conflict, the characters’ battle lines are drawn; whether they be on the front lines as the war-weary marines in the trenches, or Admirals commanding the fleets that will change the course of the war, to isolated, ragged resistances on the Shohan occupied worlds as they confront head-on the Shohan’s agenda for all Humanity.


Silent Spirits is a new Roleplaying company based in the Philadelphia region. We released our first game, the Sci-Fi military game Redemption: A Game of Tactics and Consequences, in 2014 and are currently working on the latest supplement for the Redemption line, Decisive Action targeted for release later this year.

 

 Redemption: A Game of Tactics and Consequences (Corebook)

 

 Redemption: The Deployment Companion

 

 Redemption: Decisive Action COMING SOON! 

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