Professional Documents
Culture Documents
Rocket Age No Good Deed PDF
Rocket Age No Good Deed PDF
c ontent s c r e d i t s
Reel One: Countdown to Disaster 3 Line Developer: Ken Spencer
Scene One: Things Start to go Wrong 3 Creative Director: Dominic McDowall
Rocket Ship Map 6 Art Director: Jon Hodgson
Scene Two: The Air That You Breathe 7 Writing: Tony Kenealy
Scene Three: The Taste of Fresh Air 8 Cover Art: Jon Hodgson
Scene Four: Blinded by the Light 9 Interior Art: Paul Bourne, Jon Hodgson, Brandon Leach,
Scene Five: Show me the Way to Go 10 Scott Purdy and Kieran Yanner
Scene Six: Brace for Impact 11 Layout and Graphic Design: Paul Bourne
Editing: Andrew Kenrick
Reel Two: All is Not as it Seems 12 Publisher: Dominic McDowall
Scene One: On the Surface of Rhea 12 Playtesters: Cory Fink, Jeremy Hedge,
Scene Two: From Out of the Rocks they Came 13 Nathan Hyrule, Moxon Julian, and Samantha Parish.
Scene Three: Researching the Researchers 17
The Research Station Map 18
Scene Four: RADIO Silence 19 Published by Cubicle 7 Entertainment Ltd
Scene Five: All that Glitters is not Gold 19 Riverside House, Osney Mead, Oxford OX2 0ES, UK
Scene Six: Wrapped and Packed 19 Reg. no 6036414
Scene Seven: Enough for Everyone 20 © 2014 Cubicle 7 Entertainment Ltd.
Scene Eight: Home from Home 20
Scene Nine: “Please Come into my Office
and Make Yourself Comfortable” 20
Scene Ten: Unexpected Rendezvous 21
Printed on Mars
2
Austin Arnold (Order #41209025)
NO GOOD DEED
- r o c k e t a g e -
no good deed
No Good Deed is a Rocket Age episode for 4-6 heroes No Good Deed is divided into three reels. In Reel One the
with a maximum of 15 Story Points on average. No Good heroes’ ship suffers a critical failure and they must work
Deed can be played on its own or as part of a larger series. fast to save it. The damage is severe, and the best they can
hope for is a controlled crash landing. Reel Two sees them
At several points throughout this episode the full results stranded on Saturn’s moon Rhea, where they discover
for a roll are detailed. As with any roll found in an episode, hostile natives and an Earthling research station. They will
a clever player should be permitted to come up with their explore the station and the moon, and learn the dark secret
own attributes or skills that can be applied to the roll. Also, of this isolated research base, as well as the true origins
the Gamemaster is free to vary the results of the roll to fit of the native Rheans. Finally, in Reel Three our heroes
the current situation. embark on a mission to free the enslaved natives. After
liberating the Rheans, the heroes’ ship can be repaired and
The heroes need to be on a rocket ship in the Saturn they can get help.
system, either their own ship or as crew of an exploration
vessel. In the latter case, the heroes should be senior crew,
or the captain and other department heads should be
incapacitated during the episode in order to permit our Intro Montage
heroes greater autonomy. Thrill to the adventures of Rocket Age starring (player
name) as (character name), (player name) as (character
Although this episode can accommodate a variety of name), (player name) as (character name), (player
different types of play styles and characters, it is best suited name) as (character name), in No Good Deed. We
to one with a smaller vessel. If the Gamemaster wants to rejoin our heroes as they travel close to Saturn, on the
use a larger ship then there are many ways to accommodate edge of explored space…
the rest of the crew into the adventure. The most dramatic
would be to have the heroes as the only survivors after the
crash that killed off the rest of the crew. Another way is
for non-player crewmembers to accompany the heroes on R e e l On e : C o u n t d o w n t o D i s a s t e r
their mission. Alternatively, they could remain with the In this reel the heroes’ ship suffers a critical failure that
ship either because they are injured or they are working sends it out of control, and also threatens to kill the crew
on repairs. by shutting down vital systems. Our heroes must act fast in
order to save the ship and themselves. After experiencing
There are many reasons for the ship to be in the region the malfunction in Scene One, the order of the following
of Saturn: it could be part of a scientific expedition, a scenes depends on the heroes and their actions. Scenes
patrolling military vessel, a merchant vessel that has Two-Five involve repairing various damaged systems.
strayed off course, or even on a law enforcement mission Scene Six finishes the reel with the ship crashing on Rhea.
hunting down a group of fugitives. Dr Grant would be
extremely nervous at the presence of law enforcement on
the planet given the activities she is involved in. If the ship S c e n e On e : T h i n g s S t a r t t o g o W r o n g
is part of a large scientific expedition, then it could have The purpose of this scene is to establish the heroes on
become separated from the main group, either through the rocket ship and introduce the malfunctions that will
misfortune or being sent off on a side mission. eventually force the landing on Rhea.
3
Austin Arnold (Order #41209025)
rocket age
Setting the Scene rings. Silhouetted against her surface the moons of Saturn
Space is silent; the interior of a rocket ship however, is can be seen traversing space, dwarfed by the planet they
anything but. The background hum of the engines is orbit.
everywhere, inside your head from the moment you wake
until you fall asleep on your bunk at day’s end. On the Suddenly, there is a loud explosion from below. Sparks
Flight Deck the constant drone of the engines is joined by jump across the Flight Deck as warning lights blink
the intermittent beeps and pings from the mass of control furiously and a cacophony of sirens fills the air. The floor
panels that cover the walls of the circular room. The panels tilts violently as the rocket ship veers off course and Saturn
are full of switches, lights, and dials; gauges report on the slides out of view.
equipment status while lights flash with a random rhythm.
Navigation, flight control, environmental and gravitational The explosion is the result of a power surge in one of the
controls, all systems have their place on the panels. The rocket engines. It has caused a serious malfunction in a
Flight Deck is not spacious, but there is some room to number of systems, including life support and navigation.
move around. Four metal chairs with gyroscopic stabilizers The heroes have to determine where the failures are and
are arranged in front of the control panels to enable the then attempt repairs.
operators to work the buttons, switches, dials, and levers
that control the various functions of the rocket ship. With problems on multiple decks the characters will need
to access each deck, determine if there any problems
In the center of the floor sits an open hatch, which reveals there, and fix them, prioritizing where necessary. The
a ladder down to the lower decks where the sleeping control panels on the Flight Deck contain circuit diagrams
compartments, engine room, and equipment locker can be showing the status of critical components by means of a
found. Around the walls are hand and footholds that can red or green light.
be used when the rocket ship has to change orientation or
if the motion gets turbulent. Life Support Panel
The life support panel indicates that there is a loss of air,
Through the round portholes the darkness of space is and that the oxygen scrubbers, located in the Air Recycling
broken by the occasional glimpse of Saturn and its fabulous Compartment on Deck 3, are offline. To secure the breach,
Other decks are taken up with crew quarters, cargo space, equipment lockers, laboratories, and systems vital to the safe
operation of the ship and the safety of the crew. The Flight Deck is Deck 1; Deck 2 contains the crew quarters and the space
suit equipment locker; the oxygen scrubbers are located on Deck 3 in the Air Recycling Compartment; more crew quarters are
located on Deck 4 along with a small science lab with medical facilities. Deck 5 is the main electrical relay room and deck
6 contains the engine room and waste recycling plants. There are equipment storage lockers on all decks. Some Decks are
effectively one large area; others are segregated into multiple compartments, but all have a central access point onto the axial
corridor that runs down the center of the ship from the Flight Deck to the engines. Manual hatches along the access corridor can
seal one deck from another.
The outer hull of the ship is separated from the inner hull by a series of maintenance tubes accessible from each deck via access
panels. They are large enough to crawl through even if wearing a space suit. The tubes also act as air ducts to distribute the
recycled air. As the tubes are interconnected, a breach in any tube will have catastrophic affect on the air levels throughout the
entire ship.
4
Austin Arnold (Order #41209025)
NO GOOD DEED
the heroes will need to enter the maintenance tubes on Communications Panel
Deck 3. They will also need to get the oxygen scrubbers The RADIO is located on the communications panel; it has
operational. If the heroes decide that space suits are power, but there is also a warning light flashing. RADIO is
necessary, they can be found in the equipment locker on powered through Navcon and until that is repaired, it will
Deck 2 immediately below the Flight Deck. not work.
5
Austin Arnold (Order #41209025)
rocket age
6
Austin Arnold (Order #41209025)
NO GOOD DEED
Once the breach in the hull has been repaired, the • Good: The panel finally comes open. Countdown -1.
countdown is reset to 20. This now indicates how much • Success: The panel is stiff, but finally opens. Countdown
time before the air will becomes too stale to breathe -2.
without operational oxygen scrubbers. The Gamemaster • Failure: The panel moves, then gets jammed and will not
should stop the second countdown once the oxygen open. Countdown -2.
scrubbers are operational. • Bad: You struggle with the panel, but it is sticks.
Countdown -3.
If either countdown reaches 0, when all air has been lost • Disastrous: The panel is permanently jammed.
or the air has become too stale to breathe, the heroes will Countdown -4.
need to be wearing space suits to be able to breathe. Each
hero will suffer 4 levels of damage per minute that he is
not wearing a space suit. With the clock ticking, the heroes
must now decide in what order they are going to attempt A Rush of Air
to repairs: The panel finally opens. You feel the rush of air as it
escapes into the tube. The constant creak of straining
• To repair the leak in the outer hull proceed to Scene metal is heard as the affect of the escaping air is felt
Two. They may choose not to repair the air leak and across the entire ship. In front of you is a small breach,
instead put on space suits. approximately 4 centimeters in diameter, in the outer
• To restart the oxygen scrubbers proceed to Scene Three. hull.
They do not have to switch on the oxygen scrubbers
especially if they opt to wear space suits, but this will
increase the difficulty of all repair rolls by 2. A Hole New Problem
• To repair the destroyed power control units proceed To use a kit, roll the following:
to Scene Four.
• To repair Navcon to get navigation, RADAR and RADIO Roll: Ingenuity + Technology.
working proceed to Scene 5. They have to complete the Difficulty: 15
repair of the power control units first. If they attempt Results:
to repair Navcon before the power control units this • Fantastic: They manage to fix the seal without any
will not work. trouble. Start the second countdown at 20.
• Good: It was not easy, but they managed to fix the
Once the Navcon has been repaired this will lead the seal. Start the second countdown at 18.
heroes directly to Scene Six and the climax of Reel One. • Success: The breach is finally sealed. Start the second
countdown at 16.
• Failure: The seal does not stick. Air loss countdown -2.
Scene Two: The Air That You Breathe • Bad: The seal breaks. Air loss countdown 3 -.
In this scene, the heroes attempt to repair the breach in • Disastrous: The seal disintegrates and the breach
the hull of rocket ship caused by an explosion in the Air doubles in size. Any characters in the area may get
Recycling Compartment. The air in the ship is being sucked sucked out, a Coordination or Strength + Athletics
out into space through the maintenance tubes. They need (Difficulty 12) to avoid (the Gamemaster should be
to patch these holes or all the work repairing the Air lenient with Bad and Disastrous results here and let
Recycling will be for naught. heroes have a chance at rescue). Air loss countdown -4.
7
Austin Arnold (Order #41209025)
rocket age
Starting the Oxygen Scrubbers If the secondary power control unit explodes, it will need
The oxygen scrubbers are controlled by a power control to be replaced. Use the same roll used in Scene Four:
unit with a secondary unit as backup. They are located on Blinded by the Light.
either side of the main control panel. The oxygen scrubbers
can operate on the back-up control unit, but the automatic
switchover has failed.
A Breath of Fresh Air
If a hero is wearing a space suit while conducting repairs As the oxygen scrubbers power back up, the fresh air
here, its insulation means that he will suffer 2 less levels starts to circulate around the ship and you can breathe
of damage. There are two scrubbers and each needs to be freely once again.
repaired separately.
8
Austin Arnold (Order #41209025)
NO GOOD DEED
Power Up!
To replace each power control unit, roll the following:
When Sparks Fly
On entering the Electrical Relay Compartment, you Roll: Coordination + Ingenuity
are confronted with a blinding flash and a shower of Difficulty: 15
sparks. Hanging cables snake down in front of you; Results:
each time they touch more sparks spray out across the • Fantastic: The power unit comes on and the character
compartment. The walls are lined with pipes spouting can make a roll to replace the other one at +2. If this
jets of steam and it is just possible to see racks of is the second unit to be repaired the engine cooling
electrical equipment, some blackened and burnt, system automatically starts.
through the steam. To the left is the lifeless engine • Good: The power unit comes alive. If this is the second
cooling system. The temperature of the compartment is unit the engine cooling system automatically starts.
almost unbearable with the steam and sparks combining • Success: The power unit comes to life. If this is the
with the heat from the engines below as they overheat second unit the engine cooling system needs to be
to critical levels. switched on.
• Failure: The replacement power unit is broken and
unusable.
While the heroes are moving around the compartment, • Bad: The replacement power control unit sparks and is
they will need to dodge the swinging cables and avoid unusable, take 4 levels of damage
the jets of steam. If a hero is wearing a space suit while • Disastrous: The replacement power control unit
conducting repairs here its insulation reduces damage by explodes; take 8 levels of damage.
2 levels.
Turning on the Engine Cooling System
A Blinding, Burning Mess When the power control units have been replaced, the
To avoid the cables and the jets of steam, roll the following: engine cooling system can be restarted. If a hero is wearing
a space suit while conducting repairs here, its insulation
Roll: Coordination + Athletics reduces damage by 2 levels.
Difficulty: 15
Results: Keep it Cool
• Fantastic: The character easily makes it past the To turn on the engine cooling system, roll the following:
shorting wires and gouts of steam. When she gets the
power control panels she can make a repair to fix each Roll: Ingenuity + Technology
one without suffering penalties for extra actions. Difficulty: 15
• Good: The character takes no damage and manages to Results:
make it across to the power control units. • Fantastic: The engine cooling system restarts and the
• Success: The character avoids damage, but makes little character is able to remodulate the power outputs
progress this action round. to this deck and shut off the steam venting, thus
• Failure: Take 2 levels of damage. requiring no roll to find her way out through the wires
• Bad: Take 3 levels of damage. and steam.
• Disastrous: Take 4 levels of damage. • Good: The engine cooling system restarts and the
system is stable.
The Power Control Units • Success: The engine cooling system restarts, but
Located against the rear wall of the Electrical Relay someone with at least one level in the Technology or
Compartment are the main power control units that Transport skills must stay here to monitor the power
distribute power around the ship’s systems. Two have been levels.
destroyed and need replacing. Replacement power control • Failure: The engine cooling system fails to restart.
9
Austin Arnold (Order #41209025)
rocket age
• Bad: One power unit blows, cooling system does not Impact) expanded roll gains a +2 bonus.
start, take 2 levels of damage. • Good: The Navcon comes to life and is ready for use.
• Disastrous: Two power units blow, take 4 levels of • Success: The Navcon slowly comes to life, but the
damage. vacuum valve is poorly installed. The RADAR is fuzzy
with interference. Any Landing You Can Walk Away
From expanded roll suffers a -2 penalty.
Power is Restored, • Failure: The vacuum valve is broken and unusable. The
repair needs to be attempted again.
But is it too Late? • Bad: The vacuum valve sparks and is unusable; take 3
As the engine cooling system starts, the giant fans inside levels of damage
start to spin, but the temperature in the room is still rising. • Disastrous: The vacuum valve unit explodes; take 4
levels of damage.
Smoke Rises
There are wisps of smoke rising from around the
edges of the Navcon. The RADAR screen is blank. All
navigation controls are dead. You have no control over
the ship.
Roll: Coordination + Ingenuity When the navigation panel has been repaired, the RADAR
Difficulty: 15 screen will immediately come to life and the warning light
Results: on the communications panel will go out.
• Fantastic: The character quickly completes the repair,
giving the pilot crucial seconds needed to figure out Red Alert
where the ship is and react to danger. Any Landing The RADAR screen comes to life and you immediately see
You Can Walk Away From (see Scene Six: Brace for numerous contacts appear on the screen, approaching your
10
Austin Arnold (Order #41209025)
NO GOOD DEED
position. Asteroids! It may be just a debris field, but it is RADIO Free Rhea
still a danger to the ship. On top of this a new warning siren To hear the background voice, roll the following:
suddenly sounds on the engine control panel as the engine
temperature reaches critical. The rocket ship switches to Roll: Awareness + Knowledge (Language)
auxiliary power as the engines perform an emergency Difficulty: 15
shutdown. This is a temporary measure that maintains life Results:
support, but provides only minimal lights and power to the • Fantastic: A Venusian voice is clearly heard in the
rest of the ship. background, “Help, help, can anyone hear us, we ar…”
the signal fades.
The ship jolts violently and lurches out of control. • Good: A faint voice can be heard speaking in Venusian,
but the words are cut through with too much static to
At this point, no further repairs will make a difference; the be understood.
rocket ship is in serious trouble. Go to the next scene. • Success: A faint voice is heard but is quickly cut off.
• Failure: Something is heard in the background, but
whether it is a voice or background noise is unknown.
Scene Six: Brace for Impact • Bad: Nothing is being picked up, perhaps the repairs
In this scene the rocket ship comes down onto the surface were faulty?
of Rhea. This scene can only be played out after the • Disastrous: A sudden burst of noise and static, as well
RADAR has been repaired. One of the ship’s engines has as feedback, shows that the character operating the
performed an emergency shutdown and the rocket ship is RADIO has the pick up on and the volume turned up.
spiraling out of control, with the added complication of a Everyone suffers 1 level of damage to Awareness due
shower of small asteroids heading their way. to the piercing noise.
11
Austin Arnold (Order #41209025)
rocket age
12
Austin Arnold (Order #41209025)
NO GOOD DEED
The air is full of a grey dust that covers the ground like a Scene Two: From Out of the Rocks they Came
blanket and you can taste the grit in your mouth as you The purpose of this scene is to meet the representatives
breathe. Sparse vegetation covers the rocky dunes that from the research station and the subsequent attack by
stretch off into the distance. Nearby a splash of color the sophonts that have been shadowing the heroes since
is the only bright spot in the desolation. Here, tree-like they arrived. The representatives are all Earthlings; two
plants sway in the swirling wind, their red, orange, and are armed security guards and the third is a scientist who
yellow foliage rippling with movement… introduces herself as Dr Lidia Grant. She is uneasy and
unwelcoming; she does not seem pleased that the party
is on the moon. Her main concern is that they should
If they investigate the trees, the heroes may inadvertently leave this area as it is not safe. When questioned, the
disturb the trip line deployed by a Trip Line Spider. Alerted only information she will give is that she is part of a local
to their presence, it will then attack. See the Rocket Age research station that was set up on Rhea to survey the moon
Core Rulebook, pg. 245. and study the local sophonts. During the conversation, the
two security guards are constantly scanning the area.
The rippling in the trees is one of the first clues about the
origin of the sophonts living here (Difficulty 14 Ingenuity + Surrounded
Science or Knowledge). The entire time that the heroes are Everyone is suddenly aware that the dunes around them
investigating the area around the landing site, they will get are now lined with figures. Each is bipedal and over three
the feeling that they are being watched. They may notice meters tall, with thick hairy pelts covering its skin. The two
rocks falling, catch a brief glimpse of a figure behind security guards open fire and immediately the sophonts
distant rocks, or hear animal cries that could be signals. begin their charge. The ape-like figures sweep done the
The heroes should be made to feel uneasy. dunes, their long arms brandishing stone axes above their
heads, their feral faces contorted with savagery. As the
To end the scene, read the following: security guards continue to fire, Dr Grant shouts, “Run!”
13
Austin Arnold (Order #41209025)
rocket age
Awareness 3 Presence 3
Coordination 3 Resolve 4
Ingenuity 3 Strength 3
story points: 4
Scientists
Awareness 3 Presence 3
Awareness 3 Presence 3
Coordination 3 Resolve 3
Coordination 2 Resolve 3
Ingenuity 4 Strength 3
Ingenuity 5 Strength 2
14
Austin Arnold (Order #41209025)
NO GOOD DEED
Dr Lidia Grant
Brent Morris
Awareness 4 Presence 4
Coordination 3 Resolve 4
Awareness 4 Presence 3
Ingenuity 5 Strength 3
Coordination 4 Resolve 3
Ingenuity 3 Strength 4
Skills: Knowledge 8, Medicine 7, Science 9, Technology 8.
Skills: Athletics 3, Convince 1, Fighting 3, Marksman 3. TRAITS: Gadgeteer (Major Good), Woman of Science
(Major Good), Obsession (Minor Bad), Technically Adept
TRAITS: Fighting Man (Minor Good), Voice of Authority (Minor Good).
(Minor Good).
equipment: Walther PP Semi-automatic Pistol (2/4/6),
equipment: Walther PP Semi-automatic Pistol (2/4/6), RAY Pistol (4/8/L), Knife (2/5/7).
RAY Pistol (4/8/L), Knife (3/6/9).
story points: 6
story points: 6
15
Austin Arnold (Order #41209025)
rocket age
Sophont Elders
For the sophont elders use the same traits and skills as the
Sophont Rebels (Venusian) Sophont Rebels with the following changes to attributes.
Sophont elders
Awareness 3 Presence 2
Coordination 4 Resolve 2
Ingenuity 2 Strength 4
Awareness 3 Presence 2
Coordination 3 Resolve 2
Skills: Athletics 4, Craft 1, Fighting 4, Subterfuge 3, Survival
Ingenuity 2 Strength 3
2 (Jungles).
16
Austin Arnold (Order #41209025)
NO GOOD DEED
Scene Three: Researching the Researchers be honored if you will join me in my office later for some
This scene introduces the research station and people who refreshments.”
live there. The order for playing the subsequent scenes
is not set, and the heroes can choose to explore in any
direction after the initial introduction.
Staying at the Research Station
Inside the Complex After the crash, the heroes may want to focus more on
As you enter through the gate of the research station, you making repairs to their ship rather than investigating
see a large metal security fence surrounding it. You can the research station. However, Dr Grant is anxious to
still hear the cries of the pursuing sophonts along with the keep them there until she knows more about them. If the
sound of sporadic gunfire. The research station is made up heroes start to ask about getting equipment to repair
of a series of metal buildings, some of them connected by their ship, they will be told that the research station does
metal tunnels. There are numerous security guards rushing not have a rocket ship, as the researchers are to be
to the defense of the outpost. Amongst the chaos, you collected at the end of their mission. Any engineers in
notice a number of sophonts similar to those who attacked the research station team who could help with repairs
although they appear to be elderly as their fur is a silvery are otherwise engaged away from the station. Dr Grant
grey. They are taking no part in the action and appear very will counter any questions with excuses to keep the
frightened. heroes at the research station.
17
Austin Arnold (Order #41209025)
rocket age
Investigating the Research Station so that the corridors can serve as airlocks between the
There is a lot for the heroes to investigate and uncover at buildings.
the research station: • The second types of buildings are the sophont
habitats. These are small, only large enough to house
• A large metal fence surrounds the whole complex. one family. They are domed with low circular doors
The gate is located on the north side, facing in the requiring anyone to bend down to enter. The heroes
direction of the crash site. may notice that the outside walls have many indents as
• The overall shape of the complex is an octagon with a if something was once imbedded in the walls. These
watchtower at each corner. once held the sophonts’ decorations for their homes.
• Just outside the fence to the south and visible from a
watchtower are the ruins of a sophont village. The research station is made up of the following buildings:
• The area around the main courtyard is filled with
metal crates and boxes, the kind used for storage of • Three living quarters: Scene Three
food and equipment. • RADIO room: Scene Four
• Wherever the heroes go they will be closely watched • Laboratory: Scene Five
or openly followed by one of the security guards. • Equipment storage: Scene Six
• Inside the complex, there are two distinct types of • Kitchen: Scene Seven
buildings. The first are the standard prefabricated • Sophont Accommodation: Scene Eight
metal buildings used as portable research stations in • Dr Grant’s Office: Scene Nine
hostile locations. These are very angular buildings,
functional without any pleasing ascetic quality. The order of exploration is not specific. The heroes will
Most of these buildings are connected by a tube-like start in the living quarters where they were first taken, but
corridor, taller than the average Earthling and twice as the exploration should lead eventually to Dr Grant’s office
wide. These corridors have strong doors at either end to bring the Reel 2 to a climax. Morris, Head of Security,
18
Austin Arnold (Order #41209025)
NO GOOD DEED
will meet the heroes and take them to Dr Grant’s office anyone to touch it. If asked, he will say that currently the
where they have been requested to join her. RADIO is only capable of picking up and broadcasting short
range signals due to interference. The heroes may remember
that this could not be true as they received the communication
on the rocket ship. The security guard will deny this and will
Rhea Research Station also state this is the only RADIO in the complex.
Theme: Scientific research station misused by greed
and speciesism. If the heroes ask too many questions the security guard
Complication: The natives are restless, but so are will ask them to leave, since they are interrupting his work.
their oppressors.
19
Austin Arnold (Order #41209025)
rocket age
20
Austin Arnold (Order #41209025)
NO GOOD DEED
She will also answer the heroes’ questions, but the answers
that she gives are not necessarily the truth. Her answers
will provide the following information: An Invitation
As you leave Dr Grant’s office, you notice that a small
• The research station was set up to study the sophonts group of sophonts are gathered in the corridor. They do
that live on Rhea’s surface. not look at you, but as you pass them, one of them slips
• The sophonts are not native to this moon; it is believed a piece of paper into the hand of one of your group,
that they came from Venus a long time ago. unseen by Morris.
• After they had set up the research station, the sophonts
became hostile. The security guards had to put down a You are returned to your room.
rebellion and unfortunately there were some sophont
casualties.
• The attackers at the rocket ship crash site are the last Once back in their room, the heroes can examine the piece
remnants of the rebels that escaped. of paper given to them by the sophonts. It reveals the
• The sophonts who now live within the confines of the following message:
research station are here by choice. Dr Grant does not
believe that they are mistreated by the security guards “You must leave now. You are in danger. Use hidden
who maintain discipline as part of their job. entrance on south side of fence, behind your room. Come
• If asked about the absence of any children, he will immediately. Max.”
explain that the sophont race has been afflicted by a
disease that has killed off most of their young. Behind their room, there is a large sheet of metal bolted
• If asked about the sophont habitat ruins near to the onto the fence, but the bolts will turn easily so that the
research station, Dr Grant explains that these were all metal plate can be lifted aside.
that were left after the rebellion; the sophont survivors
chose to live inside the research station for safety. Outside the fence are the ruins of the sophont village.
It has been almost destroyed with the walls blackened
Dr Grant will not answer any other questions and before and burnt. Investigation of the ruins will find nothing of
the heroes have an opportunity to ask any more, she will consequence, but close examination will reveal evidence
be called away on an emergency, leaving the party to be of a fight, RAY gun blast marks and bullet holes. The ruins
escorted back to their quarters by the security guard. were obviously destroyed by Earthling weapons.
Dr Grant stands up at hearing this and says, “Please Those brought down will have a pungent blob of fungus
excuse me, but there are some issues I need to attend thrust against their mouths (those that would be immune
to. Morris here will show you back to your room. I am or are immune to toxins will instead be stunned by
sure you still need to rest.” Dr Grant exits the room and Max). Once subdued you are bound and carried off.
Morris escorts you out of the room.
21
Austin Arnold (Order #41209025)
rocket age
Children First Here is the information that Max will give, if asked:
This reel brings No Good Deed to its conclusion, hopefully
with the liberation of the Rheans and the escape of the • The only reason Dr Grant has not yet ordered the
heroes back into space. Unlike the previous reels, Reel heroes to be killed is because she needs to be sure
Three is fairly combat heavy. Dr Grant and her cohorts that no one is coming to look for them.
will not be stopped by talking, the only route to freedom
is armed insurrection led by our heroes. • The research station was originally set up to investigate
the sophonts that live on the surface of Rhea.
22
Austin Arnold (Order #41209025)
NO GOOD DEED
sophonts had set up a small mine in a mountain that • When the heroes’ rocket ship was first spotted on
was considered sacred. RADAR, Dr Grant believed that Earth had sent a ship
to Rhea to investigate the expedition’s activities.
• Unbeknownst to the sophonts, Dr Grant had realized
there was much wealth to be gained by mining the There is a lot of information to be gained in this scene, but
gems. It was she who named it grancite. She formed a it will depend on the questions asked by the heroes as to
plan to obtain as much as possible even at the expense how much they receive. When the Gamemaster considers
of the sophonts and the expedition’s original mission. enough information has been gained, Max will ask for help.
• Mining grancite is dangerous as it is only found deep There are four locations that could be visited in the next
below the surface. The sophonts had never mined scenes. It is up to the heroes as to what they do first,
large quantities of grancite as there was no need to but whatever they decide to do, their actions will have
do so. consequences:
• Dr Grant did not have the personnel to mine the • Scene Two: The caves where the women and children
quantities she wanted so she tried to arrange for the are held prisoner. The able bodied sophonts are
sophonts to help them. Shocked at this abuse of their only working in the mine because the lives of their
sacred stones, the sophonts refused and that was women and children are threatened. Free them and
when the trouble started. this leverage is gone. If the women and children are
not freed first, one possible repercussion is that the
• The security guards rounded up the women and security guards may kill them if they think something
children and imprisoned them in caves close to the has gone wrong.
mine to force the able bodied sophonts to mine the
grancite. • Scene Three: The scientists’ rocket ship. This is hidden
to keep it safe from the rebels. It has a working long
• There was no mysterious illness that had killed the range RADIO that can be used to summon help.
children; they are all being held captive.
• Scene Four: The mine. Free the sophonts who have
• Some sophonts rebelled and refused to work in the been forced to work the mine. This could have terrible
mine. They managed to escape and have been trying consequences if the security guards holding the
rescue their families ever since. It is these rebels that women and children learn that the miners have been
brought you here. freed.
• Max did not agree with Dr Grant, but he was kept • Scene Five: The research station and Dr Grant. Back at
alive primarily because he could communicate with the research station, Dr Grant has decided it is time to
the sophonts. He was kept isolated from the other cut her losses and leave. She will be accompanied by
personnel. Morris, the head of security, leaving behind a skeleton
crew of security guards who will resist any attempt to
• The elderly sophonts have been kept at the research capture the research station. In this case, the heroes
station and are treated as servants by the personnel should consider the safety of the elderly sophonts.
there. This provides Dr Grant with an extra deterrent
against the rebels from attacking the research station. The sophonts will agree to take the heroes to any of the
locations that they want to go to. They are also willing to
• Dr Grant and her team do have a rocket ship and it is help defeat the security guards, but need leadership and
hidden in a crater nearby. It is flight worthy, but they organization and of course, the heroes are able to use
are waiting until they have mined sufficient grancite Earthling weapons unfamiliar to the sophonts.
before they leave.
• The long-range RADIO located in their rocket ship is Scene Two: Terrible Conditions
operational. Dr Grant uses it to send regular fictitious The purpose of this scene is for the heroes to free the
reports back to Earth with details of the ongoing women and children that have been held as leverage over
mission, but no mention is ever made of the grancite. the sophonts in order to make them work in the mine.
23
Austin Arnold (Order #41209025)
rocket age
24
Austin Arnold (Order #41209025)
NO GOOD DEED
The RADIO is located on the Flight Deck. The heroes will The heroes need to find a way to overpower the security
need to get there to access the RADIO and send a message. guards and get into the mine. Again, the Gamemaster
should allow them to be creative as there is not just one
The heroes need to get into the ship either through the way to solve this problem.
main hatch located just above the engines or through a
secondary hatch located on the opposite side. The main To free the sophonts that are chained together the heroes
hatch is guarded and the secondary hatch is locked and will will need open the locks (Difficulty 14 Coordination +
need to be opened (Difficulty 14 Coordination + Subterfuge Subterfuge or Difficulty 14 Strength + Athletics). Inside the
or Difficulty 14 Strength + Athletics roll is needed to open mine, there are four security guards plus two small groups
them.). of sophonts to be freed. The security guards will resist.
A group of eight sophonts are sitting on the ground, They should receive a Story Point if they have freed the
chained together. One sophont tries to stand, but is natives. If they did not, or if a large number of natives were
pushed back violently by one of the two security guards killed in the rebellion, then our heroes do not get the Story
nearby. You cannot be sure how many sophonts or Point reward.
security guards are out of sight in the mine.
25
Austin Arnold (Order #41209025)
rocket age
A Hero’s Welcome
You are gathered at the center of the research station. The gate has gone and the fence has been destroyed. In the
aftermath of the rescue from the mine, the sophonts have taken up temporary residence here. Their plan is to rebuild their
village now that they are free to do so. Any survivors from the research station personnel have been locked up safely.
The sophont elders are all dressed in ceremonial robes, their green jeweled decorations gleaming brightly. Max stands
beside them.
“We, the Venusian tribe on Rhea, would like to honor you for saving our people.”
The elder holds up a large grancite intricately mounted on a slim chain. There is one for each of you.
“We grant you the full freedom of Rhea and are forever in your debt.”
You know the rescue ship will be arriving tomorrow as you now have full access to the RADIO in the scientists’ rockets ship.
Tomorrow will be a busy day, but tonight there is a feast to attend in you honor. Enjoy!
26
Austin Arnold (Order #41209025)