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By: Christopher Wilson: The Dark Verge: Death On The Station
By: Christopher Wilson: The Dark Verge: Death On The Station
Plot Synopsis
VoidCorp has set up a deep space station in the Verge. While posing as a science station, the
technicians aboard have designed a frightening Necrotoxin. It is VoidCorp's plan to deliver this
Necrotoxin onto an Insight terraforming colony. The toxin will be introduced via plant life that
Insight will bring in during phase two of the project.
To avoid attracting the attention of the Concord, VoidCorp has licensed many merchants
to transport parts to the station. The lure of high profits has brought many smugglers and
merchants alike. VoidCorp operatives have set up a front for the operation on Penates, in the
Lucullus system. Using members of the Jamaican Syndicate, VoidCorp has acquired several
merchant contracts. Most of these merchants mysteriously vanish before they have the chance to
spend their hard-earned money.
Compartments: 6
Dur: 24
Maneuver Rating: -1
Acc: 3 Mpp
Cruise Speed: 2 AU/hour
Berthing: 6
Armament: Mass Cannon (Range 5/10/15 Mm) d6+2s/d6+1w/d6+3w
Defenses: Jammer
Armor: Light Cerametal d6-1/d6-1/d6-1
Computer: Marginal computer core
Engines: Induction Engine
Power: 2 mass reactors rated at a total of 10 power factors
Drive: 5 light-years per starfall
Module I
This module contains the command deck and is made up of ten compartments. Operations is the
nerve center of the station as a whole. This area also contains the station commander’s office.
The rest of this module is made up of the primary lab sections and the main sickbay.
1. Command
This is the nerve center of the station and all of its modules. It also contains the communications
center and the Commander's office.
2. Gravlift
The Gravlift is simply a tube that connects the different modules of the station. The tube contains
no gravity, and has handholds for characters to move up and down the tube.
3. Crew Quarters
Each set of quarters holds two beds and personal items for the occupants. The quarters also
contain a personal shower and head.
4. Main Lab
The Main Lab section contains computers for physical sciences and information on the
necrotoxin. The head science officer's personal files can also be found here, but they are
encrypted. Again, a Computer Science–Hack roll with a +2 step penalty can be used to decrypt
the files.
5. Sickbay
Sickbay contains four dead crewmembers. Each of the crewmembers show signs of being
infected with the necrotoxin. The station doctor's notes can be found on each of the victims in his
personal computer station.
6. Security Office
The security office contains the station security officers desk and a small brig. There are no files
of interest in this area.
7. Module I Computer Core
This area simply contains access to the computer core on this module.
8. Commander's Quarters
The Commander's quarters contains a small workstation, the Commander's personal belongings,
and a bed. Like other quarters, there is also a head/shower in this area.
Module II
The second module contains the primary weapons pods and the recreation deck. There are no
other areas of interest on this deck.
1. Weapons Control
This area contains the main control systems for the weapons aboard the station. The door to this
area is locked with a bioelectric signature; only authorized personnel are allowed into the
Weapons Control area. Attempts to break this security with Security-Devices will be at a +4 step
penalty. Controls for the stations four Plasma Cannons and Launch Tubes are in this area.
2. Gravlift
*See description in Module I
3. Recreation/Lounge
This area contains a full bar, four pool tables, and three dartboards. The bar is fully stocked, as
well. There are two dead crew members in this area.
Module III
This module houses the main engineering decks. The auxiliary decks on this module contain
seven mass reactors, rated at 25 power factors each. Engineering contains 18 planetary
thrusters, used in station keeping. Access to engineering and auxiliary is locked by bioelectric
scan. The reason for this is because auxiliary also contains a fail-safe device. Should the station
need to be destroyed, the fail-safe can set the mass reactors to overload. This will produce an
explosion that will destroy the base and anything within 0.01 AU. The device will start a 15-minute
countdown.
1. Engineering
This area contains access to the engines used in station keeping. The door to this area is locked
with a bioelectric signature. Attempts to break in with Security – Devices will be at a +3 step
penalty. Characters in this area will notice that the station is spinning in the opposite direction that
it was originally designed, and at a much faster rate. The speed of the rotation appears to be
increasing, and the integrity of the hull will degrade to a critical state within the next week
(hopefully, the heroes won’t be around by then).
2. Gravlift
This area is unexceptional from the other modules, except that the security chief is dangling in
zero-g from one of the hand rungs.
3. Auxiliary
This compartment contains the seven Mass Reactors used in powering the station, as well as life
support, Acclimation, and Recycling. Access to this area is guarded by bioelectric signature and
will require a Security–Devices roll at a +5 step penalty. In the far left corner of this area is the
fail-safe device. This device will cut off coolant to all of the Mass Reactors and cause a
cataclysmic explosion within 15-minutes. The device can only be opened by the bioelectric
signatures of the Commander, the security chief, and the chief engineer. Security–Devices
attempts will be at a +5 step penalty to open this device. The device is separate from the station
Grid, and can not be opened through the computer core.
Communications
This section controls the communications of the station. In this area, the Gridpilot will find a log of
transmissions from VoidCorp corvettes and cruisers. The next scheduled arrival of VoidCorp
ships is today, in 12 hours.
Sensors
The Sensors section controls the stations internal and external sensors. This area will reveal that
the Insight ship docked, but that nobody boarded the station. This section will also show that the
Grid on the station was hacked prior to the release of the toxin.
Weapons
From this area, the Gridpilot can disable the security to the Weapons area in Module II, with the
following results on a Computer Science–Hack roll at +1 penalty:
Power
Access to the station's power can only be deactivated manually. When theGridpilot checks this
area, he/she discovers that the power is currently running off the Accumulator units (reserve
power).
Support
This area controls the life support systems for the station. The Gridpilot will find records that the
life support system was altered 48 hours ago and that a foreign substance was introduced.
Further study will show that it was the necrotoxin.
Engines
From this area, the Gridpilot can resolve the errors in the stations engines. This will require 6
successes of a Computer Science – Hack roll at a +1 modifier.
Supporting Cast
All personnel on the station are dead. However, there are a number of extras that the heroes will
have to deal with on Lucullus. Likewise, there is employee SN7-0711830 [Captain Jacobs] of the
VoidCorp Assault Corvette 7830-11031.
Captain Jacobs
th
Human Diplomat, 6 Level
STR 8 INT 10
DEX 10 WIL 10
CON 10 PER 12
Attacks
Unarmed 10/5/2 d6s/d6+2s/d4w
15mm Sabot Pistol 5/2/1 2d4w/2d4+1w/d4m
Skills
Athletics[8], Armor[8] –Combat 1[9], Heavy[8],
Melee[8] –Blade 1[9], Unarmed[8] –Power 2[10],
Vehicle[10] –Space 4[14], Stamina[10], Knowledge[10],
Navigation[10] –System 1[11] Drivespace 2[12],
Awareness[10], Interaction[12], Leadership[12] –Command 1[13]
Jacobs has been in the VoidCorp navy for the last 25 years. He is a young man for his
rank. He saw opportunities for his own command in the Verge, and he jumped at the chance. His
current assignment is to escort cargo ships to and from station S7-508B29.
Attacks
Unarmed 11/5/2 d4s/d4+1s/d4+2s
11mm Charge Pistol 14/7/3 d4+2w/d6+2w/d4+1m
Skills
Athletics[9], Unarmed[9] –Brawl 2[11], Modern [12]
-Pistol 2[14], Vehicle[12], Stamina[10],
Business[11] –Illicit 1[12], Knowledge[11], Awareness[9],
Interaction[10] –Bargain 2[12]
The Jamaican contact never reveals his name. His job is to simply offer a reasonably good sum
of money for a really easy job. Then provide the location to pick up the cargo.
Penates Citizen
Human Nonprofessional
STR 10 INT 9
DEX 10 WIL 8
CON 9 PER 8
Attacks
Unarmed 12/6/3 d4s/d4+1/d4+2s
9mm Charge Pistol 12/6/3 d4+1w/d4+2w/d4m
Skills
Unarmed[10] –Brawl 2[12], Modern[10] –Pistol 2[12],
Vehicle[10], Stamina[9], Knowledge[9], Awareness[9]
This is your average Penates civilian. Gamemasters will need to add more abilities if they
wish to use this citizen for more important functions.
You’ve all been aboard the Lighthouse for about a month, travelling from one system to another.
[Players name] has purchased a ship, and you have all decided to band together as mutual
crewmembers.
Two days ago, the Lighthouse entered the Lucullus system. With the normal flurry of activity that
happens when the station enters a system, [players name] has managed to meet with a merchant
who wishes to use your ship to transport some goods. He wishes to meet with you at a local bar
in one hour.
Allow the players time to discuss what kind of rates they want. This may also give them
time to purchase any items with their starting funds. Once the players have finished and decided
to meet with the merchant, continue.
You meet the merchant at the bar ten minutes ahead of schedule. The merchant, on the other
hand, shows up fifteen minutes late. He sits at your table and says, “I heard you may be willing to
move some merchandise for my client? I represent the Jamaican Syndicate on Penates. We are
willing to pay you $12,000 to transport machine parts to a space station near Coulomb.”
This is a chance for the players to try out their bargain skill. The Jamaican is willing to
bargain, but will not go above $14,000. Once everyone is settled on the price, read the following:
“The station is 10 light-years out of the Coulomb system.” The Jamaican then offers a dataslate
that shows the course you will need to follow (Use page 88 in the Star*Drive Campaign Setting
for a map. It is no major system, so pick one of your choice). “We will pay you half now, and the
other half once you have reached the station. The station commander is awaiting the parts and
can verify delivery. You can pick up the parts in landing bay 7 of the Spoke in Port Royal. The
Syndicate will cover your docking charges.” With that, the Jamaican leaves the bar.
At this point, the players should be ready to head back to their ship and head for
Penates. Once they have set down, they will be met by another Jamaican waiting for their ship.
They can then begin loading the cargo immediately. While in Port Royal, the players may
encounter a random event. Roll on the following Event Table.
Roll Event
1-5 Random gang violence erupts in the street
6-10 Drunken civilians from a local bar come stumbling into the landing bay
11-15 Rival Baron threatens Port Royal
16-20 One of the players is attacked in the street
Event Descriptions:
Drunken Civilians From A Local Bar Come Stumbling Into the Landing Bay
While the drunks are troublesome, they are so drunk that they are of little threat. This may give
the players the chance to show some diplomacy. The drunks will attempt to look in the cargo hold
of the ship, look in the boxes, and act completely annoying. Should the players lose their cool and
blast the drunks, Port Royal authorities will arrive in d4 rounds. The players will remain in custody
overnight and will be released in the morning by the Jamaican Syndicate.
ESP[9] –Battle mind 2[11] Mind reading 2[11], Telekinesis[8] –Electrokinetics 2[10]; Kinetic shield
2[10].
Lab Section:
This section should prove interesting. It contains numerous species of plant life, all of which
appear normal. Apple trees, various vegetables, etc. If one of the players has Physical Science
skills, they may determine that these plants are all infected with the necrotoxin, but do not show
any signs of damage. Naturally, eating any of these fruits and vegetables results in a painful
death. Players will also find the chief lab technician's notes on the toxin (if theGridpilot has not
already found them). These files are encrypted, as stated in the map description.
Sickbay:
This area will also prove interesting. On the main table, there is a crew member in various forms
of autopsy. Should the group contain a Doctor or a Medtech, the heroes will discover that this
crew member died as a result of the toxin on any success of the Medical Science–Forensics skill.
Likewise, there are three other crew members on examination beds in this area.
Security Office:
There is really nothing here of interest. Though, it may interest the players that there are three
ARZ 6mm charge autorifles and six Falcon T9 stutter pistols in the weapons locker.
Scene V: RETREAT!
There is no doubt about it, the heroes need to get off the station, since their small ship is no
match for this kind of firepower. Captain Jacobs will shoot first and sort through the debris later,
so the heroes need to go.
While it is not necessary, the players may want to enable the fail-safe device in Module III's
Auxiliary compartment. If they decide to do this, you can allow them a –1 bonus to Navigation–
Drivespace rolls, since the VoidCorp ships will be more concerned about the explosion. However,
doing this will also require a Vehicle–Space roll at a +1 penalty, since the shockwave will be so
large. It is presumed that the players will not be dumb enough to attempt to engage the VoidCorp
ships, and will want to head back to Coulomb to head off to some other location in the
Verge…perhaps Aegis…
Conclusion
While the players have made their escape, VoidCorp is on the lookout for their ship. Don’t let the
players know that VoidCorp did not get the exact markings of their ship, just let them know that
VoidCorp is after them (Grid news reports is one way). For information on how VoidCorp is going
to track them down, I recommend checking out the next installment, The Dark Verge: Intrigue On
Bluefall.
Chris Wilson has been playing the Alternity system since it came out, but took a break from 2001
st
to 2004. Currently, there are plans to release a source book for The Corner and for the 251
Rangers of the Concord. The last two installments of the Dark Verge campaign are planned and
forthcoming. Both will be in the Alternity Rules System, since he has disdain for the D20 system
in this setting. That’s not to say that he won’t get over it. People get over Rabies, for instance.