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ALBEDO
THE ROLE-PLAYING GAME
PTT Talla)§s
THE DRIFT
an adventure for
ALBEDO
THE ROLE-PLAYING GAME
Second Edition
Paul KiddPage 2 ALBEDO: The Role-playing Game
Running This Scenario
This scenario has been designed to introduce players and umpires to the Albedo role-playing game's concept of
interpersonal relations. The Drift uses the non-player characters of the DH-160's erew to provide the major element of
the scenario environment, Players must learn to deal with the umpire-run personalities if they are planning on getting
‘anywhere with the adventure. Likewise, umpires must gain the knack of endowing NPCs with personalities if the
adventure isto be run properly.
Running NPCs relatively easy when using the Albedo game system properly. Each character's Disposition gives the
umpire basic cues to presenting the character’s personality, and this scenario supplements this rather scant information
by giving a descriptive paragraph below the character's statistics. Likewise, changes in character Ties and Antipathies
are easily done, Umpires should make rolls whenever they fecl that a change might possibly occur. Trust your own
judgment!
‘This scenario was originally designed as a competition adventure for a game convention. As such, it was intended to
three 3-hour sessions. Umpires should feel worried if they manage to conclude the adventure in less than an
's play, since the adventure will have gone by too quickly for anyone fo have gotten very much out of it. It
an adventure to be rushed, since atmosphere and a thickening plot provide much of the enjoyment for umpire and pl
alike. Isuggestthat the scenario not be playedall in one sitting give playerstime to goaway and mull overtheir strategies
away from the pressures of the gaming table.
Have fun, Paul Kidd Melbourne, Australia
 
Editorial Note:
This is potentially very interesting and rewarding module. However, itabsolutely requires that the umpire read
through the entire module before attempting to run it, Not doing so will probably mean a less than rewarding
‘experience for umpire and players alike. Umpire: Carefully open center staple. Remove pages 21-46, which are the
‘character sheets and deck plans. Close staples again. You might find it useful to keep these player items beside you
as you read the Umpire’s Notes which begin on page 47. The page which gives the small descriptions of the NPCs
js meant to be cut up and put on the table for player reference. You may wish to photocopy the whole "Going In”
section as well as the Mission Briefing and description of the Hlian system which follow this page and the Drift
Map on page 17,
  
Credits:
Adventure design: Paul Kidd
Development: Steven A. Gallac, Janice Sellers, Hilary Ayer
Artwork: Steven A. Gallacci
Graphic Design and Layout: Janice Sellers, Hilary Ayer
Editors: Janice Sellers, Hilary Ayer
Play-testing: Malcolm Dunn, Steve Kerry, Doug Palmer, Tim Danks, Damien Morton, Ross Taylor, David Potter, and Rory Deutsch, Thanks
tall the 60 or so players who played the scenario in the ALBEDO tournament ar Melbourne's GAMES ‘88 convention. The editors wish 10
thank players at GenCon®'94 and Pacificon 94, Thanks aso goto Richard Falkner and Kevin Dillon, playtesters who volunteered extra time
to Finding glitches
 
Acknowledgments: Special thanks to Brett Nelson for coming up with the idea for the character eards. Thanks also to Damien Morton for
his technial advice on drivesand computers. My gratitude (as always) to Steve Gallace for putting up with my ravings and somehow finding
the time forall this staf
© 1994 Chessex, Inc All atwork © 1994 S.A. Gallaci. All rights reserved. Albedo isa trademark of Thoughts and Images. Ths product is
protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of teh material or anwork contained
herein is prohibited without the express permission of Chessex Inc,
Albedo and its related materials are works of fiction. Any resemblance to actual events or persons iving or dead is purely coincidental. This
prodict is based on the comic book Albedo, Anthropomorphics and the stories "Erma Felna, E.D.F" and Birthright” ©The Drift
Page3
 
Mission History
This adventure follows the activities ofthe crew ofa badly
mauled EDF long endurance destroyer, the DH-160 (fondly
known to the erew as “the ship”)
‘The DH-160 was dispatched tothe Han system as part of
an effort to locate three missing civilian freighters, Toko,
‘Allo and Quitel, which are now about nine weeks overdue on
their regular rim run, Upon entering the Hlian system, the
[DH-160 decelerated towards the system’s LS point to exam-
ine it more closely. The ship then detected an unknown vessel
of about twenty kilotons displacement lying at rest near the
LS point. This vessel accelerated toward the DH-160 and
deployed attack ACV's. In the ensuing encounter, the
‘unknown vessel was completely destroyed, bu atthe cost of
massive damage to the EDF vessel. The vessel’s fusion
reactors suffered massive damage asa resutof the shock, and
ceased to function.
The ship suffered a penetration into the bridge which
alle the entire bridge crew ata stroke. The ship is without
its command figures and department heads, leaving it inthe
hands of its least experienced crew.
‘The DH-160' crew must now considethe drift of debris at
the system's LS point (an operation requiring about S00
hours). The system briefing indicated that this debris con-
tains wreckage from a battle which occurred about twenty
years ago. Itis hoped that the dit wil contain spare pats and
reaction mass which will allow the crew to repair their
vessel
The Hilan System (CA
17109)
Stellar type: M6 dwart
 
Planetary bodies: Super-Jovian
Jump threshold radius: 41 AU
Population: 0
Brief:
‘The Hlian system lies on the far outskirts ofthe rim, well,
away from normal sipping routes. Itis well placed for jumps
into several nearby rim systems, butte lack of usable planets
has discouraged any efforts at colonization.
Hilan
©
History:
The Hlian system was discovered in year 170 (about
twenty-nine years ago) by a privately sponsored deep explo-
ration team, who named the system after a deceased comrade
(Alisa Hlian, 148-170), The group performed a cursory
survey before leaving the system for more promising climes.
‘The system was not visited fer another nine years.
Tn year 179 an ILR logistics task force entered te system,
located ce bearing comets, a shunted these into the system's
LS point for use as starship Fue. The system was well located
for an outflanking move on the ConFed forward bases on
‘Tlakatan and Do-Marki. The subsequent ILR probe into the
‘Do-Marki system was beaten off, and thei fleet backtracked
to Flan. In the ensuing bate the ILR refueling base andthe
mauled remnants of the ILR fleet were wiped out at heavy
cost tothe EDF task force. The battle of Hlian was notable
for the violent, costly encounters around the system's LS
point, and forthe dramatic resoue of the damaged EDF light
‘cruiser CL-330 eight days after the battle’s end,
Tn view of the system's strategic location, the EDF high
‘command initiated a move to set up their own refueling point
in the system, and to this end the wreckage of the battle was
collected and deposited inthe system’s LS point to remove
‘any hazard to shipping. In sutsequent months, however, the
‘emphasis of the war shifted well away from the “Tlakatani
reach”, andthe fuel dump was never constructed. To tis day.
Hlian remains uninhabited.
 
 
Miscellaneous data:
Hilian’s M6 dwarf sun is dim, red, and gives very litle
illumination (about 10% of that given by a normal yellow
stat). The super-Jovian (Hltan 1) masses some 130 standard
nits, and is 4 AU's removed from the system's stellar body.
lian 1 is ringed with a broac protoplanetary disc (a rough
ring of gas, particles and other matter).
‘The concentrated clot of wreckage in the system's LS
point contains wreckage of all shapes and descriptions. Itis|
registered as a navigation hazard, and as a War grave.
=>
   
Hllan 1
LeGrange Point (The Drift)Page 4
ALBEDO: The Role-playing Game
 
Contact
Down in the auxiliary control center, the tension is high
Clumsyinside their armored vace suits, the crew are strapped
to their couches, There is little for the back-up crew to do
except wait and hope, desperately trying to stave off the fear
Their eyes follow the readouts on their monitor screens, their
hands ready at their controls, but they will only be needed if
the computer and the primary bridge crew are no longer able
to work the ship
‘Contact, thirtyseconds. Heads up, people.” The captain's
voice is clear and strong in their earphones. Looking
ridiculously small in her battle suit, Sharna Aoki turns her
hheimer to lock eyes with her friend Torscha. The Yitile
mouse’ eyes are bright with fear. The fox grins back at her
with his usual suave bravado, and the mouse relaxes slightly
Torscha isclosely following the progress of the approaching
‘enemy ordnance, his own attack plans already loaded onto
his terminals in case they should be needed.
Twelve seconds. The crew suiffens, cringing inside their
suits, but there is nowhere to hide
The DH-160's point defense suddenly opens fire, the
hyperkinetic shells screaming out to intercept the enemy
 
 
 
ACV"s. The cloud of incoming missiles disintegrates under
4a rain of fire, blown to fragments in an instant.
WHAM!
A shock ripples through the ship, slamming the back-up
crew against their straps. Their world hegins to tumble,and
air screams out of a breach in the hull. A shocking spray of
red paints one wall ofthe room, and gobbets of blood dance
in the thinning air. Numb with shock, Sharna stares at her
control read outs ~ she has the con
WHAM!
4 second blow, more powerful than the first,and the ship
begins o spin dizzily. Torscha yellsa warning, andSharna’s
hands dance over her controls. Ignoring hazard warnings,
she vents sideways thrust and stabilizes the ship. Torscha’ s
hands pound down onto his terminal, and the DH-160's
‘ordnance shifts into anew configuration. The point defense
cannons hammer
Nothing. The enemy vessel isa cloud of vapor; the enemy
ACV's are destroyed. The engines no longer respond 10
Sharna's prompting, but the manewver gas jets slowly ease
off the spin.The Drift
Page 5
 
Immediate Post Contact Situation
For play starting immediately after the clash, the crew of
the DH-160 will start by surveying the damage and rescuing.
casualties while attempting to secure and salvage surviving,
resources. Even with the shock of killed crewmates,inten-
sive training should be able to get them through the initial
hours of the grim work. This initial effort is a ‘given’. For
play, the referee need only present the assets and damage
information. The.damaged deck plans reflect conditions
afteran initial go-through that has patched and repressurized
superficially damaged compartments and cleared debris
from necessary accessways.
But after the initial effort, character dynamics come into
play as the full extent of their situation sinks in. The ship is
devastated and more than half the crew are dead. OF the
survivors, Roilant Everrard is unconscious with a head
‘wound, Tatzel Hulden is traumatized with shock, two mem-
‘bers of the ship's company have had to be put into cold sleep.
‘and Erwin Chehok is dazed, Other survivors are fully fit,
Even the ship’s computer will seemhalf-dead as it will
default out of many of its roles. What is left ofthe crew will
rnced to realign themselves to both a stark change of mission
and a new and untried leader in Sharma Aoki. Note to
Umpires: although the Al is damaged, Sharma's training will
lead her to consult it frequently (remind the player to do so.
if necessary). Guidance may be necessary to bring out her
leadership ability. The AT would be able and expected to
provide such guidance.
Shama will need to assert her practical authority more
than any official interpretation of the regulations. So, she
will have to demonstrate a quick grasp of the situation and
confident decision making while dealing with both her own
and the crews collective trauma, The immediate external
tactical situation appears to be safe after the engagement
‘with the hostile ship, but with al the long range sensors gone
there is no way to know what is happening throughout the
system, Shama may assume the possibility of follow-up
hostile, but can do little about that. Her major task will be
to have the crew hold together and survive until a rescue
tission can recover them,
‘An important detail: when the DH-160 entered H
‘space, itlefia message ACV out at the edge of the system to
monitorany action. That ACV has witnessed the combat and
‘damage to the DH-160. As long range communications are
now impossible, itwill return tothe nearest inhabited system
toreporton the incident. Even in the best of times, any rescue
‘would likely take 40 or more days, but due to the larger
situations in regional space, rescue may take 60 10 80 days.
“The crew, and unbeknown to them, the pirates, know that
 
 
 
  
 
rescues but a matter of time. The question of how longtthey’ll
have to wait and who else may reach them first will weigh
heavily on them.
‘The first thing that needs to be done is to assess the full
ion and the available resources. The information given
with the damaged ship plansreflectsa superticial inspection
Assets and repair lists will have more specifies. Note which
items require commitments of PC time to obtain information,
Prioritizing tasks will be important, as there are only so many
‘crewmembers that can be brought to bear on anything while
siill keeping operational watches going. EVAs (Extra Ve-
hicular Activities, ie, working in vace suits) are especially,
exhausting, Only 8 hours in 24 may be spent in EVA work
withany hope of effective crew performance, Crews will also
have to take radiation int» consideration, spreading out
exposure among the crew as much as possible to avoid any
‘one person from accumulating a serious dose in those situa
tions where irradiation is unavoidable.
‘The next thing to do must be (0 deal with the ship's
trajectory through the Hliansystem. The ship was headed for
the Lagrange point known as the Drift and had largely
decelerated, However, unless further deceleration and ma
‘neuvering is done, the ship will pass by the Drift and go into
‘an independent orbit of Hlian with an unacceptably close
aaphelion, While there is 4 good chance that a follow-up
‘mission would arrive and find them long before they got too
‘lose to the star, it would be prudent to avoid that possibility.
‘There is one further possibiliy: they are nearly a year away
from Hlian and the on-board solar collectors and photovol-
taics could help generate enough power to electrolyze water
into fuel to correct the ship course into a better orbit.
Going to the Drift offers the possibilty of finding useful
resources to make repairs or extend their supplies. The crew
could also carry out a bit mere of their mission by examining
the contents of the Drift for evidence of the mystery disap-
ppearances that brought them there, Ona more visceral level.
this is an attractive altemnative because it gives the sense of
things to hide behind if another hostile comes. On a practical
level, this is meaningless, asaship could easily find them and.
destroy or attempt to capture them. But it does provide some
‘comfort over being out in the open (and since there is one
surviving point defense weapon, they could set themselves,
‘among debris to have that weapon cover the only practical
approach).
‘The one surviving ACV in ACV Bay 1 (previously in 6
o'clock airlock, now outside) can provide enough velocity to
settle the ship into The Drift, with several refuelings from the
‘undamaged cells ofthe otherwise wreaked ACV in the baysPage 6
ALBEDO: The Role-playing Game
OO
fand dribs and drabs of fuel left in the ship. The actual
‘maneuver is done by having the ACV pushing the DH-160
very much likea tug boat, finding the right position on the hull
to thrust against, and repositioning itself for course correc:
tion, The operation will take many hours and consume just
about all the fuel on board short of that keptin reserve for the
electric fuel cells.
'A more desperate option would be for the crew todiscon-
rect as much of the severely damaged hull as possible before
‘attempting to do any power maneuvers. With less dead
weight to decelerate, there would be more fuel for power,
allowing them to remove the ACVs reactor and installing it
in into a reconstructed MHD generator to produce enough
power for water recycling and even electrolysis, making
‘more fuel to keep the reactor going all that much longer.
Reconfiguring the ACV reactor for this purpose might be a
‘200d move if no other reactor is salvagable and they hope to
find fuel in the Drift However, detaching the hull elements.
would be difficult and dangerous. The wrecked decks do
provide some structural support, andif ittakes more time than
‘expected, they could pass the Driftand make any rendezvous
even more fuel-intensive.
If that option is pursued, there is a 1 in 6 chance of
complete success. Ifnot (rolling again), then they would have
a2 in6 chances of making the Drift but taking longer and
Joosing any fuel advantage. Failing that, they would then
have 3in6 chancesof loosing somuch time that they can only
put the ship into. large orbit around the Drift, but unable 10
‘get fo the main mass of it, leaving them unable to get at any
resources that the Drift might offer. There isalso the possibil-
ity of more hostilesin the area, and being close by could make
them easier targets, but they are equally vulnerable anywhere
inthe system, However, they have the option of not attempt-
ing the maneuver (don't roll) and saving the fuel for power
generation as in the free fall into systemoption mentioned
‘earlier. If they try and fail this roll, it would suggest that
something bad had happened and they must now cope with
the consequences.
Consequence 1:1 in 6chance of an accident (examples:
‘unexpected blow out of pressurized system or compartment,
using a warhead to speed up the process of detachment that
_goes wrong, or murder) that looses critical members of the
crew necessary to do the job or continue the mission within
the timeydistance window (note: the referee can build up 10
these consequences rather than announcing them immedi-
ately after the roll). The survivors’ discipline and morale
‘could collapse and have asituation very much like the default
consequence(see below). The ship can just barely survive,
but it will be very dependent on the remaining crew re-
establishing some order.
Consequence 2: 4 2 in 6 chance of a fuel accident that
precludes the maneuver, but leaves enough fora comfortable
free fall, The ACV reactor may be salvageable. It can be
 
 
 
 
   
 
fited toan MHD generatoras mentioned (elsewhere). Asthis
becomes very much a sit and wait situation, not too uncom-
fortable, but boring, interpersonal dynamics can take the
forefront.
Consequence 3: a 1 in 6 chance of a major explosion in
the lower ACV deck that would loose both all the remaining
fuel and breech deck 15, loosing most ofthe water, good and
bad. They will be stuck with the free fll profile with only the
‘emergency reserves of the fuel cells and accumulators. Solar
collectors and photovoltaics can produce power and electro-
lyze water for hydrogen and oxygen, but there is not enough
‘water left to make enough hydrogen toruna reactor for power
for any practical length of time, and definitely not enough to
‘make any kind of course correction. As with consequence
the situation would be more or less boring wait, with little
to do be get on cach other’s nerves. However, without the
cushion of extra water, there is not enough for biological
processing for waste reduction, and more important, oxygen
‘generation, So any new oxygen would have to be made by
electrolysis, which will eat into water stores. Waste water can
stillbe distilled, butthe waste would not be usable in any way.
(Dry waste is preferable to wet waste or waste in a water
solution, as bacteria won't get to it and compete for oxygen,
and algae oxygen processes need hundreds of liters: per
crewmember that now can’t be spared) Anxiety about water
and oxygen, as well as the overall condition could become a
point of contention between rival crewmember.
Consequence 4: a1 in 6 chance, means losing the ACV
through control failure (runaway), explosion due to unno-
ticed damage, or simple reactor failure. There would be
enough fuel left on board to run a reactor if one could be
rebuilt (see Assets). The personnel situation could go much
like consequence 2 or 3. I the hapless player stil has not yet
‘won’ a consequence, then it is assumed that things just
haven't worked. The entire effort has been plagued with
failures and set-backs and itis clear that they cannot get the
ACV to work correctly as atug, The module separation effort
arinds down in frustrating failure. After several hundred
hours of work, itis clear that all. their efforts have been for
naught. This will include the computer, which would other-
‘wise provide a stabilizing effect and prevent, of at least
discourage the following behavior. Riolant Everrard will
have recovered by the end ofthe initial effort and will attempt
to use this opportunity to claim command, blaming it all on
Shama Aoki. Considering the crew’s demoralized condition
it won't be difficult. Ii this state of despair, everyone's
thoughts turn to simply staying fed and warm. They could
care less about making any organized efforts
Individuals with high Drive and Stability may stillbe able
todo positive and constructive tasks around the ship. defying
Everrard’s command with a fatalistic resignation of their
possible collective demise (What, you want t0 shoot me?
‘With space pirates likely to blastus 0 aerosol, you are goingThe Drift
Page 7
 
to shoot me for taking out the garbage?” ) Given time, the
‘crew might recover itself to take care of survival tasks,
regardless of any command structure. But in a crisis where
single command authority isneeded, they may look toanyone
with a strong leadership image, regardless of official rank,
Shara has merely to do her duty. Recognizing the need for
crew cohesiveness is more important than official authority.
Everrard may desperately grab for authority if he already
doesn’t have it. If there isn’t a strong consensus to support
him because of current or previous impressions he has left
with the crew, he will be rejected. In fact, under this special
situation, ifthe perception of immanent destruction is strong
enough, anyone getting too loud and obnoxious might get
shot, though not necessarily Killed, just to keep him or her
‘quiet and out of the way. And under these circumstances, no
‘one would think to0 much of it. However, this kind of
behavior would only come up after acomplete breakdown of
the normal order of things and the creation of a new, more
desperate order. This last is very much @ worst case and
should be considered only ifthe players have attempted the
‘most risky course and have failed miserably.
Getting back tothe main track, the umpire has about three
weeks worth of game time in which to establish some
relationships between the crew of the DH-160. Living condi-
tions are terrible., and the crew is numb with shock, so
tensions should run high, Roilant Everrard will be confined
to sickbay, but will seem bitter about Shara’ turn of "luck’
in winning her command over his unconscious body. This
should be the start of a “beautiful friendship’
The umpire should be able to create an atmosphere of
hopelessness and hostility by the time the DH-160 reaches
the edge of the Drift and Roilant Everrard takes up his duties
‘once again
 
 
Battle Damage
‘The DH-160's existence is hanging on by the merest
thread. Battle damage caused by fragments from enemy
ACV has vaporized a major portion of the ship's rear hull,
smashing the propulsion and power reactors. Severe struc
tural damage to the bull would limit acceleration to agoniz~
ingly slow rates even if the ship still had power. Major
penetrations ofthe bridge compartments and auxiliary ve-
hicle bays caused severe casualties among the
‘The ship sill has power for essential systems for the next
fourteen days, provided by stored power from its fuel cells
Power usage must be kept toa minimum until the fusion
reactors can be repaired and brought back on line. The ship
lacks most of its sensors (blasted off during the encounter
with the unidentified ship). The computer system is severely
damaged.
‘The DH-160 originally had four auxiliary vehicles ~ @
light cargo aerodyne and three small, unstreamlined ship's
 
 
 
boats designed as vacuum utility vehicles. All of these
vehicles have been destroyed beyond all hope of repair or
salvage.
‘After the battle,emergency hull repairscan be undertaken
by the ship's engineering robots, allowing the central por-
tions of the ship to be repressurized. The ship's single
remaining piece of ordnance,a recon ACV (enhanced sensor
package, no warhead), can be used 10 shift the ship across to
the LS point, its engine being fixed into a makeshift mount in
the ship's stem. The crew will spend most of the next 500
hours living in cramped, makeshift quarters (overhalf the trip
will probably be spent with the whole crew living in the
‘common room and galley). Some tempers will flare, and the
general aimosphiere will be tense and strained.
To summarize: The ship has no auxiliary vehicles and no
functioning beam weapons. Large portions of the hull are
depressurizedand unusable, nd most functioning equipment
is the result of several days mprovised jury-rigging by the
‘engineering crew. The ship is becalmed inthe junkyard drift
without fuel, and with no real idea of the area of space
immediately surrounding it. The ship is devastated, Um.
pires are advised to constantly emphasize the ship's broken,
‘damaged state.
Remember that the ship isin zero-G. This entire adven-
lure takes place in a weightless environmen
   
Assets on Board Ship
Resources available include the following:
1 Al computer (heavily damaged) linked to a defunct
internal monitoring system,
| funetioning hyperkinetic point defense cannon
ACV (fuel depleted) containing « simple Al computer,
sensors and a fully functional fusion motor. There are sub-
assemblies in the ship's ordnance stores that can equip this,
missile with a warhead ora message torpedo, Unfortunately,
there are no systems that could provide such a message
torpedo with a jump drive!
‘A functioning and well supplied medical center contain.
ing six life support pods. These can be fitted for hyperbaric
‘oxygenation and/or chill suoport, which maintains a near
hibernation condition to give medical efforts more time to
work on trauma, as well as intensive life suppor. (*Freezer”
technology doesn’t work in ths situation) The computer can
‘coach even an untrained individual to do some specific tasks
with the help of manipulators which can be fitted to the pod
‘Two of the pods are inoperative, another two pods are
‘occupied by severely injured crew members, and one of the
surgeries have been depressutized.
There is only one functioning airlock on the ship, the one
through the medical unit (deck 7). Itean recover most of the
airin the lock, but doing so cests power. Other sections of the
ship can be used as impromptu airlocks, simply by openingPage 8
ALBEDO: The Role-playing Game
 
and closing various doors, if there is power available, or with
the emergency pry bar if not. This method wastes alot of air.
A functioning workshop (deck 9) containing the means of
‘modifying or producing a variety of simple tools or special
purpose items (given the correct expertise and/or computer
assistance). The workshop has a limited stockpile of raw
‘materials and modular parts for robots and gizmos, but bits
and pieces scavenged from other sections can be usedas well.
While things as sophisticated as a gun can be tooled up.
‘without the computer's CAD/CAM assistance, only the sim
plest single shot or zip gun would be possible in any practical
amount of time, With CAD/CAM assistance, an automatic
pistol or some mechanism of equivalent complexity and
precision can be made in a few hours, though for reliable
function, a fair amount of hand fitting and adjustment would
also be needed. As most electrical hardware uses high-
density integrated circuits, only modular sub-assemblies can
bbe practically assembled or repaired.
Interchangeable modular parts allowing the crew to con:
struct three robots (normally configured as engineering ro-
botsor robot probes). Theshipalso has two specialized robot
“nurses” in the medical bay, which could be cannibalized for
processors and parts at need.
Functional accumulators and fuel cells. Though there is
not much fuel beyond what is necessary for basic survival
power generation. The fuel cells generate water and heat as
‘waste, which is salvaged by the water and power systems as
amatter of course. There are also several portable photovol
taic kits, needing bright light or sunlight to generate elect
ity, (attempting to “salvage” electricity by having photovel-
taies cells working on interior lighting would be largely
‘waste oftime due to the inefficiencies of both the cellsandthe
storage)
Sterling thermaljelectric generator kits ate also available
that use waste heat from various processes or from a solar
collector. Others can be salvaged from the reactor deck or
other areas where waste heat can be scavenged.
hostile environment suit suitable for solid-framed char-
acters.
1 arms locker containing two &mm assault rifles with
thermal imaging sights, along with eight magazines of 24
rounds each, and 236 rounds of 8mm pistol ammunition, The
rifles may be modified into SMG, carbine or LMG configu-
ration if desired.
‘Several thousand meters of fiber-optic communications
cable (suitable for jacking into vace suits, robots, et)
1 functioning hyperkinetic point defense cannon, (deck
17, 7 ’clock position) Between the rounds in it’s magazine
and additional rounds scrounged from the other units, and
available fuel, 200 rounds of armor-piercing fragmentation
ccan be ready and loaded. There are about 40 rounds extra for
which there is insufficient fuel to propel. These rounds can be
use as explosive devices with the appropriate modifications
to the fusing mechanism, They can be remotely detonated by
 
  
 
 
 
 
\wire or radio command, simple pull detonated, or timed set or
timed pull-fused (upto 1 minute) The warhead can burst any
normal bulkhead when placed along side and the fragments,
can penetrate even thick ship’s hulls at any range, but due to
dispersal ofthe fragments, is ineffective in inflicting specific
damage beyond 50 meters. Similarly, as an antipersonnel
‘weapon, the effects drop off with distance; at under 10
‘meters, itis absolutely lethal, even f the individual is wearing
armor. But at any distance beyond that, its effects should be
treated as random gunshot wounds, the number falling away
with distance. (20 12@ 10-20m., 1-6 @ 20-50m.)
Limited drinking water (1 ton or 1000 liters). Daily use
converts about 20 liters of this “clean” water into “dirty”
water every day, even with the most severe restrictions on
bathing and washing.
While there is plenty of water on board, much of it is in
dispersed storage in the individual compartment emergency
tanks. Because of plumbing damage, most of it cannot be
retrieved except by tapping each tank directly. Again,
because of plumbing damage,any waste water above deck 15
‘cannot get directly to the recycling or distilling plant on deck
15. While various still kits are available, they are power
ntensive, unless fusion reactors on-line or asolarstillean
be set up. Alternately, there is sufficient hose and
1miscellaneous pipe on board to jury-rig ane todeck 15, but
there is always arsk of blowout and losing it. There are also
‘enough miscellaneous. containers to "bucket brigade” water
to deck 15, but that would require a series of airlock cycles
that will eat up air
Survival food capable of supporting the crew fora couple
of years. This food is utterly, hideously boring! Miscella-
‘neous attributes such as pressurized living quarters, function-
ing life support, and sundry semi-liquid garbage (which the
life suppor system cannot currently recycle—astillis clearly
going t0 be an early priority!). ‘The ship has “fancy food”
enough for 2 gourmet meals apiece for 10 people.
‘There is tanked air and oxygen for atleast 60 days. More
oxygen can be got by drawing away from the fuel cells, bt,
that would mean no power and no heat. There is enough
power in the accumulators to keep a few fights on and a
fraction ofthe ship’s computer up, but no more. Obviously.
salvaging more oxygen would be a good thing. So would
getting more power, preferably getting a reactor on Tine t0
electrolyze oxygen and hydrogen out ofthe available water
supplies.
‘One intact ACV. which is out of fuel by the time the
characters get to’The Drift if they decelerate in the safe way,
‘or with fuel to spare if they have gotten rid of the remains of
decks | through 4 and other debris. The ACV could then be
used as @ transporting device to forage for fuel or other
resources, or the reactor can be dismounted and fitted t0 a
salvaged MHD generator assembly {0 generate power to
make more fuel and generally to improve the conditions on
board ship.The Drift Page 9
 
Ifthey choose not to decelerate into the Drift, they could
attempt to recover or repair a reactor, of to dismount the
reactor from the ACV to fititto.a salvaged MHD genet
assembly. This would give them enough fuel to run ship's,
systems and to make more fuel for operations, and, if neces
sary, tochange their orbital trajectory for abetter orbit around
Hilian. That would likely not be necessary if they have any
hope of being rescued in the next six months or So.
‘There are also three damaged ACVsin the ACV bays. The
reactorsare destroyed, but there is some salvageable process
ing hardware in them, as well as two salvageable short range
imaging sensors and the magnetic nozzle assemblies,
 
 
 
 
Personal Equipment
Each character has a normal EDF shipboard kit, which
includes fatigues, casual duty and service uniforms, a vace
suit Finer, a helmet liner a set of flak armor. a vace suit and
4 vace suit helmet. Other equipment includes a torso sup
Porter an 8mm (or appropriate to Sirength for smaller char
acters) pistol and one full magazine (never worn under
normal citcumstances), and selected miscellaneous personal
effects (up to 20kz in mass), All crew would have civilian
autre (including formal party wear)
 
 
Robots
The ship currently has processor cores for three robots.
While capable of acting autonomously, robots will generally
remain linked to the ship’s processor net, becoming an
extension of the ship’s AI. Their skill level at various tasks
is about 10 (when given the correct tools and data packages)
but they receive a DRM of -1 or-2.when linked to the ship's
computer. The robots used on the DH-160 are of modular
construction, Specialized sub-assemblies may be linked to
the processor core to produce robots capable of handling just,
aboutany task. Data packets and sub-assemblies currently on
board will allow the crew to create engineering robots (spe
cialized welding and manipulatory appendages) and probe
robots (enhanced sensors and long range maneuver jets)
Other configurations could be constructed at need (umpires
discretion)
‘One object that umpires and players might want 0 keep
in mind is a robotic “mini probe’ a custom job made in the
ship's workshop which will make exploring derelict ships
safer and easier, A mini probe consists of an assorted bundle
of jets.cameras and Limbs attached 1o small body (say about
half ameter in length). Designed to look around comers and
boldly go into areas where no character has ever been before,
itis the technological equivalent of the good old fashioned
‘en Foot pole’. It must be linked to a larger processor (such
as the one in a robot) in order to function, and may be linked
with the ship's AL. All robots which are linked t0 the ship's
processor net will be via fiber-optic cable link, The ship has
large stores of this cable.Page 10
ALBEDO: The Role-playing Game
 
Problems in the Crew
‘The interactions of the crew are a major part of this
scenario’s environment. A number of incidents could be
staged which will bring the interpersonal relationshipsaboard
shipinto play. Use these sorts of eventsatneed toadd to your
adventure’s atmosphere and difficulty. These incidents, and
‘others invented at umpires discretion, will happen concur-
rently with the situations described in Immediate Post Con
tact, Exploring the Drift, and The Takeover Bid.
Incident 1
‘The gourmet rations forthe creware plundered! Inan off-
COO
              
        
BY
SAVARD YY
     
   
 
ee §
DARA AAA AY] aie gy
LLY ROL Efgezresssgzes & 3
ANS aeeaseeseees 3 8
oS fbosbi esses? 6a 5
wSSESeassa3 8 3
Ae peep ecgeeeoe 6 E
ORAM RY goeereseises 8S
UOOAY Seseceesezss fs
OY KEY seaR2e 2554
a SESi2 252582Page 37
The Drift
    
TANS
LSI
 
   
 
Deck 4. Crew Compart-
ment. Major damage to several
ROCHON LLYN
DLAC LALLA AAPA
AVAVA TAVAVAV A VAN OS CUUNINIAUAAVA
oe Be CS
a =
 
compartments, effectively gut-
ting them. Other compariments
have substantial damage but
major systems are either intact or
salvageable, Two comparments
can be secured and be made
habitable,
             
  
  
% BENG
RAAT
ADEA AB
IED AAA YY
YADA
Ne alo
       
pel I
WDMAAKAIY
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is a breech in the middle of the deck
andmostof the centralarea bulkheads
are blown. The command centers are
completely destroyed with no salvage-
able elements. Thereare crewremains
mixed with the crushed debris. The 2
O'clock airlock is jammed and would
take a major effort to repair (10+
mandays) There might be a fow sal-
vageable bits ofhardwareand fixtures,
and maybe abit of water, but the effort
2
3
g
3 z
z 5
a 3 C
2 # ORO
g : Qe IVY
j : YsALBEDO: The Role-playing Game
Page 38
Deck 5. Recreation and
Mess Deck. A through penetra-
tion has depressurized the main
recreational area and there has
been superficial blast damage,
but the rest of the space is other-
wise operational. (This deck lay-
‘outis common for just about any
ship)
STO
 
    
LIV
ALIVE
LL DAEEYLVARYAN
KILO LM VAI
 
WW AVAVAN
    
  
SANAW, WAWAWAW WAVAY AVAY A/a" S9ASAVANA VAN
LVANALAAALY VY
 
  
 
 
 
 
SOODOOROOD RABI VSD BALA Ax iy res PAM
ODES Ss Od PiPLnLeseh RY
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Deck 6. Crew Compartment.
Through penetrationshave depres-
surized some compartments and,
caused moderate damage. (This
deck layout is one of several com-
mon for ships of this size and can
beusedfor other shipsin the game,
see Going In for more general
details)
      
  
2 meters,
Scale: 1 triangle sidePage 39
The Drift
         
   
 
  
LYALL
LT AALS
LYADELDDAASQBAL,
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DR EZYLQDA DODACI AY
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DAB AAA BOO AAAS
DOODDEROOACA OEE Ny
    
Deck 8. Auxiliary Control
There have been only superfi-
   
cial penetrations and limited
damage here. (Details of the
auxiliary control compartment
canvary widely from ship to ship,
but are similar enough to be
used for other shipsinthe game)
BD
  
FD
       
    
    
     
VMI e WOON
Pe Vo REY PVF
LIBS RMA
DWV IVINS
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Deck7. Medical Deck. There
hasbeen limited penetrations and
only superticial damage in those
effected areas not actually struck
by flying debris. (See Assets. This
deck is distinctive for the DH160,
‘as most commercial ships only
have a fairly limited sick bay, but
‘can be used for other ships in the
game)PILLS
ALDI VY
    
Deck 9. Stores. The ship's
stores and miscellaneous work area
is entiroly intact. Bulk stored rations
and other crew consumables, along
with hardware for equipment mainte
nance are available. There are ma-
chine shop tools and a CADCAM
work station with raw materials on
hand, as well as spare common fix-
tures and fitings and spare modules
and sub-assemblies for equipment
that cannot be easily repaired in the
field. Excess baggage for the crew is
also stored here. (This is a universal
deck plan for this size ship and is the
basis for severaltypes of utility decks)
Aa
DIDLLLLAALLARYSOAS
SKE MOOd
ALBEDO: The Role-playing Game
 
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LANDRY
CLIP CYAAN
MINN VOB YSYYD
KITV DFE LDDBAA E
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 NVAVAV AAV AV SVAVAVAVAVE/AVAY WWAVAW,
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Deck 10. Hanger. Most of the deck
has been entirely blasted away, along
with the main hanger doors. The work
areas aro gutted and effectively use-
Page 40
less.
2 meters.
Scale: 1 triangle sidePage 41
The Drift
 
Deck 11 and 12, AVC Bay
1. Blast debris have sweptacross
the bay, ridding the 10t02 o'clock
sections of both levels. Equip-
ment there is now usoless. How-
‘ver, the restof the bay is largely
intact, with the exception of two
‘ACVs which have been dam-
‘aged. Oneis completely wrecked
and lies on its side on deck 12.
“The other has had itsreactorand
fore end controls and sensors
clipped of, though itis otherwise
intact. However, itis jammed at
the entry to the 6 o'clock airlock,
which is otherwise operational.
Some machine tools and ACV
related hardware arestored here
and have mostly survived.
3
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LADLDLEALBEDO: The Role-playing Game
Page 42
 
  
AAS
VZV VIVO
Deck 13
Dock 14
     
MAD STIIAARA SADLY
KT ROA LLLDARLAAA
ULE PONT VV LYLE
PSEA TA
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PITA AINA IRA
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WMALALDABL ALLL
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VAXKVEKVAA DALY YA OALY
 
 
      
    
        
  
   
          
   
      
 
   
DALAL LE RAIAY
I AAA
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Deck 18 and 14. AVC Bay 2.
High velocity debris has chopped-up
portions of the decks, including an
ACV that is now largely useless, its
reactor and fore end controls gone.
Those areas of the compartment not
in the direct path of the debris are
Pretty much intact, including tools and
hardware.Page 43
ugh penetrations
ve badly damaged
jon are mixed in
of it made use-
jor repair. The 7
Accessways 10
ellaneous Engi
‘most ofthe compartments andi
i
gun mount is still
operational see Assets)(Thisis Deck
16: Deck 17 next page).
 
ks which also
a
fm:
   
   
 
ILD ADAAD ARABS
ULL LX AAAS
Deck 16 and 17. Ac
   
neering Space. Thro
and blasteffectsha
3
2
3
Weapons and mis.
the large water
ware and raw m
CADCAM wor
with the mess,
less or in need
o'dock position
 
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WAV AVAVAVAVAVAVAVAY IV AVA VAVAVAV AW) ,
         
    
   
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AESSOSOOOMRAOA/
    
   
OL ae 5
4
  
     
Deck 15. Water Re
processing. While one
systems are otherwise
power and reconnecting (see assets/imme-
diate repair list) with the rest of the ship t0
operate.
Scale: | triangle side
depressurized, the recy
 
The DriftALBEDO: The Role-playing Game
Page 44
 
LLL EEAT Lo
ON. COBO
      
 
 
     
lecks, Heavy bulk.
srdware and raw materials, a8
rational (see Assets)(This
  
AS RRR
LED ALLY AAAAC REARS
KERRY VY “yy oA
Y A Vv
ACB 8 oo ON
— CRORE COO OOOO OO
DA ee LALLY SS
~ FYAZORY, RAL RANA
VA aad ff
  
           
 
“clock position gun mount is
ccupied these
‘Seale Deck 17°1 triangle side=
2.2 meters.
h
  
      
a a yok
LS
  
 
    
          
KOOP Ne
LISS SEL i
DPSS GEEROOROOOOAR
bel DODO IY
EAI EASA n
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BA
ROOD OOO TERS
QAO
PRO a
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The
 
   
    
‘larger deck than the others,
‘An impact inthe ster
jal tank and sent high v
Scale: | triangle side = 2.5 meters
This isPage 45
The Drift
  
   
    
SOS
PDD RLS
JY ETAL ASA
CON DAS BAGLOS
   
  
LOA OA RON
CRE een A\
KALLE TNE
Oy
VN YORI
KV Rea
QQ VV”
NYY YY?
nina co
         
all Layout is
nents vary from ship to ship, the over
     
 
ind Deck 3. While
l. This deck can be used for any ship of
ed DH-160 Commat
   
Scale: | triangle side = 2 meiPage 46 ALBEDO: The Role-playing Game
Damaged DH-160
Forward Sensor Group (missing)
Forward Fuel Tank (Missing)
 
  
 
 
  
  
  
 
  
 
 
  
 
 
  
  
  
 
 
 
 
  
Deck 1 Def. Weapons
Deck 2 Dead Storage
Deck 3 Command Quarters
Deck 4 Command
Deck 5 ReciMoss
 
 
 
Deck 6 Quarters
Deck 7 Medical
Deck 8 Auxiliary Command
Deck 9 StorageWorkshop
Deck10 Hanger Deck
 
 
 
Deckt1 Upper ACV 1
 
 
 
Deckt2 Lower ACV 1
Panera Deck13 Upper ACV 2
Largely Deck14 Lower ACV 2
Pee nar Deckt5 Recycling
 
ae Deckt6 Engineering Service
Maneuvering Ve Deck 17 Eng. Serv. Det. Wosp.
Deck1@ Reactor Deck
Power Reactor
Thrust Plenum ie
Engineering Space
MHD Generator 7 na Spm
(Damaged) High Impulse
Trust Reactor
Ascombly
(Oamagec)
Exhaust
eta feraueng
Mane Vents (oamagec)Page 47
 
DH-160: ConFed Destroyer
  
   
   
 
Mass: 34,000 tons
Structure DRM 4
Maneuver DR h
Bean DRM 1
Ondnance: is
Forward
Sensor Length 200 meters
Diameter: 40 meters (50 meters at stern)
Decks: 18 decks plus hangar bo
Access te 7 o
Senet
Forward
Foc!
Fark
1 Storage and Detensive Weapons Potions
2 Command Grew Quarters
3 MainCommand Deck
4 Crew Guanes
§ Recreation Space and Mess
8 Crew Guarers
7 Modal and Quarters
& Alar Cormand and Quastrs
8 Storage and Werkshon Area
10 Hanger Deck
11 Upper Service Level ACV Hanger
12. Lower Serie Level ACV Hanger
10 Upper Service Level ACV Hanger 2
14 Loner Service Lovel ACV Hangor2
Forward “15 Waste Menagement and Recycting
fianevverin
Wanewering 18 Engineering Sevice Ara
eas 17 Engineering Senice Area and
eacor Detensive Weapons Postions
on ~18 Racor Deck
Power Underdeck Engineering Space
i
Peete High Impulse Thrust Reactor Assembly
Exhaust —~
Kamonaig
Vents
 
‘Access Tunnel
Rear Fuel Tank
Rear Sensor GroupPage 48
ALBEDO: The Role-playing Game
 
GOING IN
‘The ship andits crew are a largely integrated unit going into the situation, and though there will be interesting divergencies
as the action plays out, there is a fundamental body of knowledge that the characters will be aware of, over and above their
specific stats. This should also help gamers who may not be familiar with the details of military crew conduct or features of the
~The Ship
The DH family of ships are adaptable, mobile vessels
which lend themselves to a variety of tasks. They are com-
monly used for independent patrols, scouting, escort, and
interception duties, The DH-160 is currently fitted as an up-
armed patrol craft with two sections of ACVS fitted. As its
mission isnotintendedto lat very long, it does nothaveextra
crew of accommodations for extended operations.
Like all Albedo starships, the DH series destroyers are
blunt-ended tubes with bulk fuel tankage fore and at. Vai
able geometry exhaust venturi ring the ship's stern, and a
number of retractable aerials and sensor turrets stud the hull.
The ship moves itself by heating hydrogen (via the ship’s
multiple fusion reactors) and venting this out through the
exhaustoutletsasreaction mass. When building up power for
4 jump, this exhaust is fed past huge superconductive coils
(the ship's MHD coils), which adds to the ship’s power
zzeneration capabilites. When the ship jumps, this power is
released into the ship's jump field generators a fine web of
devices which line the outer hull. Albedo ships are not
‘capable of using plain water as reaction mass ~ water must
first be separated into hydrogen and oxygen, and then the
hydrogen is fed into the fuel tanks. The use of water as
reaction mass wll bethe next stage of technological develop-
ment.
Starships have numerous back-up systems. Computers
and life suppor are distributed throughout the ship, meaning
that the loss of any one segment will simply shift a slightly
higher burden onto the whole network. There are no central
vital systems that can be crippled at single blow. Likewise
power is provided by a number of fusion reactors in the stem
Fucl cells store power for emergency use.
Each deck is a circular module equipped with a central
access shaft and three elevators. ‘The accommodation and
command modules are laid out ona three corridor floorplan
(larger ships might have four, six or eight corridors).
‘The ship has a hangar containing one aerodyne and two
small auxiliary vehicles.
Each deck sa largely self-contained unit, with decenral-
ized life support packages installed under the floor of most
compartments. These systems can be accessed through re-
 
 
 
Each deck isa largely self-contained unit, with decentral-
ized life support packages installed under the floor of most
compartments. These systems can be accessed through re-
‘movable panels, and ina pinch, sub-flooricciling panels ean
also be removed for emergency deck to deck access. The life
support hardware includes temperature and humidity con-
trols as well as carbon dioxide and volatile gas scrubbers.
‘Oxygen is piped in from a network that services the whole
ship and keeps topped-off emergency tanks that can provide
up to a week's worth of air in each compartment,
 
STRUCTURE
Starships in Albedo are tubular affairs consisting of a
stack of circular decks sandwiched between two blocks of
fuel tanks. Avionics and sensory equipment are placed at the
fore, and a ring of reactors with their attendant exhaust
venting ae placednear the ship'srear. Shipsare of a modular
design to simplify construction, modification and repair. The
imal crew and hardware occupy portions of the ship are
constructed from stacked independent modules, which form
‘cote inside the ship's outer hull. Each module has its own
life support, computer systems and emergency power, andis
designed to fill specific function. The central core of DH.
clas vessel consists of up to twenty decks. These decks are
modular, and can be swapped and changed about according
to the ship's mission. At the beginning ofits current flight
the DH-160 was configured to holda crew of twenty-four in
fair comfort, and to have both a hangar deck and an auxiliary
control center. The hangar deck on the DH-160 holds an
acrodyne designed for use as a shuttle vehicle, and two
smaller vehicles designed for use only in vacuum environ-
ment
"The outer hull ofa ship is clad in thick layers of thermal
insulation and armor. Items such as sensors and beam
‘weapons have ony their aerials or projectors poking out from
the hull, with the machinery being mounted deep inside the
hull, Many of these external extensions will be capable of
folding back or retracting into the hull to lessen the chance of
suffering damage in battle or collisions.
‘Ships ofthe DH class' size spintoprovide ‘gravity’ forthe
sew. ‘The decks are thus oriented with the ‘down’ ditection
towards the engines. The ships are laid out for easy access in
2210-G.The Drift
Page 49
———
Power, mainly electricity, is generated by fusion reactors
driving MHD generator coils, Sterling generators and other
heatelectricity systems are primarily driven by waste heat,
but can also use solar collector heat, Small portable solar
generators, both photovoltaicand heavelectric, arealso avail-
able. Oxygen/hydrogen fuel cells are also dispersed thorough
‘out the ship for emergency power and the waste water is,
usable.
‘Thrusts produced by fusion reactors, identical and inter-
changeable with the power reactors, but fitted to high effi-
ciency magnetic nozzles for propulsion. The exhaust is of
such high velocity that it has the hazards of a plasma torch at
several kilometers, being able to blastimelt through sheet
‘metals or vace Suits in an instant. AUI these reactors are built
up out of interchangeable modules that can be repaired or
replaced with only a few tools and basic instructions, though
some of the hardware inside these modules is very complex
‘and would be all but impossible to service in the field,
‘Similarly, the MHD generators, magnetic thrust nozzles,
and associated hardware are also designed for simple in-the-
Beam Generator
Reactor Body
 
Final Focus Link
Reactor wi
Magnetic Nozzle
Assembly
Macwenic Nozze AsseNeLy
field repair or replacement. In any case, such work, though
not outside the ability of arated crewmember, will still be a
‘major task, These part are still very busy, some with dozens
‘or even hundreds of fasteners and connections. Others are
quite large; a whole magnetic nozzle assembly is about 10
meters long and weighs several tons, Normal deck to deck
access is via the three elevator shafts and on several of the
engineering decks, ladderways as well. While pressurized
elevator cars are available, they are normally held in reserve
‘and most routine movement is done by using ladder rungs on
the inside of the shaft. Pressure doors between decks are left
half closed to serve as landings for such climbing. An
emergency hatch is also available in the center of each deck
if no other way is available. In all eases, doors, hatches or
removable panels will net open if there is a noticeable
pressure differential between the two sides. Most doors and
hatches are powered and computer controlled (indicated as
arrowed lines on the deck plans), but sprung or otherwise
balanced so that they can be easily opened manually if no
power is available. While doors can be locked, a specialized
pry bar can destructively force
the lock, though not withoutalert-
ing the security system. The same
py bar can force open a door
with a pressure differential
While these tools are available
fon every deck for emergency
purposes, access can be limited
it there are security or safety
Normal crew accommoda-
tions would include individual
bunk space which can double as
a short term emergency shelter.
Inside the bunk space/shelter are
‘a computer terminal and access
to the compartment’s air and
‘water stores, Through a remov-
able panel, the occupant can gain
‘access to emergency rations and
‘emergency vace ball, as well as
‘respirator and first aid kit. Fur-
ther digging will allow the occu-
pant to get to the Personal Hy-
giene Module and connection
with the adjacent bunk space, as
these combinations usually pair
‘wo bunks with a PHM. The
PHM has provision for zero gee
showering and toilet, even in
emergency conditions, but ifthe
ship-wide wastesystem is inop-
 
     
  
High Pressure
Injector Assembly
 
 
ithPage 50
ALBEDO: The Role-playing Game
 
 
erative, the limited storage of each compartment’s holding
tank could make for a noisome condition in time.
TThe sub-compartment that contains the PHM also has @
small sink and space for appropriate personal items
Normal deck to deck accessis via the three elevator shafts
and on several ofthe engineering decks, ladderways as well,
Routine movement is done by using ladder rungs on the
inside ofthe shaft, Pressure doors between decks are left half
closed to serve as landings for such climbing. Anemergency
hatch is also available in the center of each deck if no other
‘way is available. In all cases, doors, hatches or removable
panels will not pen if there isa noticeable pressure differen-
tial between the two sides. Most doors and hatches are
poweredand computer controlled (indicated as arrowed lines
‘on the deck plans), but sprung or otherwise balanced so that
they can be easily opened manually ifno power is available.
‘While doors can be locked, a specialized pry bar can destruc-
tively force the lock, though not without alerting the security
system. The same pry bar can force open a door with a
pressure differential
Normal erew accommodations include individual bunk
space which can double as a short term emergency shelter.
 
 
Inside the bunk space/shelter
are a computer terminal and
access 10 the compartment’s
airand water stores. Through
removable panel, the occupant
ccan gain access to an emer-
‘gency shower and toilet, butif
the ship-wide waste system is
inoperative, the limited stor-
age of each compartment’s
holding tank could make for a
noisome condition in
‘The sub-compartment that
contains the PHM also has a
small sink and space for appro-
priate personal items.
Crews quarters have odds
and endsof furniture like work
desks, chairs, sofas or futons,
all locked down or ‘velcro'ed”
to the floor, Closet space and
cubbyholes cancontainclothes
and personal items. The ship's
storageareas couldhave larger
personal items if weight al-
owances or future posting op-
tions make it necessary or con-
venienttocarry additional per-
sonal items,
 
‘AN Important NoTE
‘Throughout all inhabited areas in zero-gee, all fans and
ventilation grills have banners or flags to show that air is
being circulated, for ifthe airis allowed tobe still, dangerous.
accumulations of carbon dioxide or other gases are possible.
Remember, in zero-gee there is no convection currents of
“rising” air sounless there issomething to keep air stirred up,
it becomes motionless and nothing will setle out or dilute
(there is slow mixing of gasesby diffusion, butitis practically
negligible). CO2Mazardous gas detectors are installed ev-
erywhere, and portable, battery-powered fans are available,
just to be sure
Water, for live use, heat exchanging, and waste, is also
netted throughout the ship. Emergency supplies of up to 500
liters can be foundin each compartment and temporary liquid
‘waste storage of up to 1000 liters is also available. The main
recycling plant can take care of most organic material or
simply distill water for reuse, In an emergency, there is
hardware foraltermate power applications for distillation and,
the crew would be familiar with its use. There is also hard
\ware for electrolytic separation of oxygen and hydrogen, but
this is a power-intensive process and is only efficient with
surplus power from a reactor or solar collector.The Drift
Page 51
—— sss
ARMAMENT
“The main armament of DH class warships consists of a
number of Autonomous Combat Vehicles (ACVs), huge
“smart” missiles capable of coordinating attack and defense
plans with each other and the mother ship. ‘These weapons
‘come in a number of different configurations, with varying
sensor packages and warheads. The velocities at which
ACYs encounter their targets generally make warheads su-
perfluous, Many ACVs surround themselves with a cloud of
heavy fragments just before impact to increase thelr chances
of scoring abit
Each ship is also armed with beam weapons made along
‘one of several patterns (lasers or particle beams), each con-
sisting ofa generator mounted inside the hull, anda projector!
focusing device set into a hemispherical turret immediately
above, Beam weaponsare ofimited use inencountersathigh
relative velocities, since a considerable amount of time is
needed for abeam to work its way through the target’s layers
of fuel and armor. The bulk fuel tankage fore and aft of most
vessels acts as very efficient shielding against beams.
“The ship's weapon systems are supplemented by adefen-
sive armament consisting of autocannon and hyperkinetics
designed to attack and break up incoming ACV’s. Such
systems are only useful while the ship is capable of dodging
the debris thus caused —being hit by fragments of an ACV is
almost as destructive as being hit by the intact projectile
  
  
Auxitiary VEHICLES
Most vessels will carry one or more auxiliary vehicles.
‘These might be zero-Gutilty vehicles of one kind or another,
‘or aerodynes designed to actus an interface between the ship
and planetary surfaces. Once again, the presence or non-
presence of vehicles will depend upon the ship's mission
The DH-160 carries one serodyne in a hangar deck. The
hhangar deck holds all the necessary tools and equipment to
fuel, service and repair the aerodyne under normal condi-
tions.
 
Snipsoarp Lire
In an organization which lacks rigid military formalities
and ferocious ‘sea laws’, reliance upon individual responsi
bility and intelligence is high. Interstellar travel is a time
consuming business. Mosttrips will involve atleast a couple
Cf weeks acceleration out to the edge of the star system's
ravity well, followed by an equivalent period of decelera-
tion at the other end. For periods of a month or more, the
starship becomes the crew’s whole world. ‘The ship's em
ronment must thus be capable of catering to the crew's
physical and psychological needs for extended periods of
time.
‘Ship’s gravity conditions vary between normal thrust and
zero-G (‘zee gee"). Under normal thrust, the crew will
 
 
experience G forces at levels which allow normal movement
(normal acceleration will beabout 5 of aG). In zer0-G, the
ship’ senvironmentbecomesmore “three dimensional.” Most
trips will involve periods of zero gravity, since ships often
‘coast for a proportion of theirjoumey. Extended periods of
zero-G are avoided because of the problems involved it
‘maintaining the physical condition of passengers and crew
Eventhe best of P.T. programs will leave personnel weak and
exhausted upon the return of gravity.
GENERAL ENVIRONMENT
Starships in Albedo are largely devoid of blinking lights,
loose wiring and pipes. Thistype of hardware isl concealed
behind wall panels. A starship’s interior thus has a clean,
‘orderly, comfortable appearance. Computer terminals are
always readily at hand, giving the crew constant access to
information, The physical environment of atarshipis aimed
atease of crew orientation and minimization of stress. Plants
(usually sealed inside environmental bubbles), furniture and
equipment are placed so as to ereate an illusion of space
wherever possible, Different levels of the ship are color
coded for ease of crew orientation.
A starship crew becomes a small community, and social
interaction within the crew helps keep crew members stable
(crew sizes are often dictated by social needs, and can vary
from culture to culture). Sexual liaisons between crew
members are not discouraged as long as they do not interfere
with duty. The ship’ scomputer monitors the erew, and works
hand in hand with the ship'smedical personnel to ease social
tensions and maintain crew cohesion.
 
 
 
Dress AND Equipment
In emergencies, all crew don vace suits and helmets
ace suits (sans helmets) are wom during alerts,
On-duty crew will wear service overalls. Some might
wear helmet liners (if earphones were necessary for the
‘erewman's job, or if the erewmian had long hair in a zer0-G
environment). Vace suit liners are optional. When gravity is
present, crewmen might wear normal EDF service uniforms.
‘When relaxing civilian clothing is the norm. In zero-
long hair will be firmly tied back, orbraided. Inzero-G, skirts
and loose flowing clothing obviously are given up in favor of
shits and trousers.
‘All crew carry pocket terminals. While all military crew
areissued pistols, these wllalmost neverbe worn, nevereven
be available while aboard ship, except in emergency condi-
tions.
 
 
 
Bartte Dri
Before hostile contact, all crew don armored vace suits
and helmets, and hook into the ship’ sair supply via umbilical
hhoses. All crew strap downat their battle stations, and robotsPage 52 ALBEDO: The Role-playing Game
stand by near vital systems ready to make emergency n
{do except hang on and hope! If the computers downgrade, the crew will rapidly act to take over ship’s functions, relieving the
burden on the remaining electronics.
‘The ship is not depressurized before batle, since this procedure is time consuming and inconvenient. All doors, hatches and
bulkheads are sealed, so that hull ruptures will depressurize the minimum possible area of the ship. and the other
s. Once final tactics are planned, there is little for the ive crew t0
 
‘Asout Crew Structure
‘The typical DH class vessel might have a crew of about twenty-four, This will include a captain; pilots; fusion, jump and
computer engineers; navigators: weapons officers and medics. EDF ships will often carry a Mission Commander, who is
responsible for carrying out mission objectives. While the Ship's Captain has jurisdiction over the vessel itself, the Mission
‘Commander may override him, While Ship's Captains remain with specific vessels on long term bases, Mission Commanders,
are shifted from vessel to vessel according to mission needs,
[All actions taken by a Mission Commander must be in accord with EDF doctrine, unless the Commander can prove that
‘unorthodox procedures were absolutely necessary for the survival of mission personnel or the completion ofthe mission (if the
mission goals are important enough to justify the means), This sort of evaluation requires a fine sense of judgment, and this
is why EDF training stresses initiative and responsibility. All questionable actions taken by the Mission Commander will be
subject to review by a board of inquiry.
Mission Commanders may not surm
 
 
     
 
arily execute crew, even if they are proven saboteurs,
Below: Destroyed Bridge of the DH-160
showing effects of an ACV hit and explosive decompression,
 
|
E}The Drift
Page 53
 
Umpire's Notes
‘The scenario begins with the ship becalmed at the edge of
the Hlian system's LS point, a dense cloud of debris littered
with the remnants of an old battle. Crew specialist Sharna
Aoki has assumed command of the mission, a move which is
resented by some of the crew,
‘The crew of the DH-160 repair their ship while they wait
for help from the ConFed base in the nearby Tlakatan system.
‘The player characters must define the tasks needed to send
accomplish repairs, and divide up the crew labor to complete
the various repair tasks involved. Exploring local space and
scavenging in The Drift for spare parts will bea necessary but
dangerous operation.
‘This otherwise simple situation is complicated by two
things. First, the LS point is being used as a staging base by
‘4 team of terrorist bandits (pirates), who are diverting
civilian freighters into the deserted Hlian system and attack:
ing them. Although the pirate’s battle craft was destroyed in
the encounter with the DH-160, the staging base crew will
search for the EDF vessel once they are aware ofits presence
and attack it if they can, In the immediate necessities of
survival, the PCs are in danger of forgetting that the ship
which attacked them may have been part of a larger force.
‘They could pay dearly for such preoccupation
‘The second complicationis the DH-160"s.crew. The crew
is shocked and disoriented by the losses among its essential
personnel, Building crew tensions lead toa takeover bid by
Roilant Everrard, who ‘removes” Sharna Aoki through foul
play and takes over the position of Mission Commander. The
player characters must oppose and remove Everard, rein
state Sharma, and destroy the pirate base before it is possible
to escape the Hlian system.
‘The umpire has about two weeks worth of game time in
which toestablish some relationships between the crew of the
DH-160. Living conditionsare terible, and the crew is numb
with shock, sotensions shouldrun high. Roilant Everrard will
be confined to sickbay, but will seem bitter about Sharma's.
turn of ‘luck’ in winning her command over his unconscious.
body. This should be the start of a ‘beautiful friendship’
The umpire should be able to create an atmosp!
hhoplessness and hostility by the time the DH-160 reaches the
edge of the Drift and Roilant Everrard takes up his duties
again.
 
 
 
 
 
    
 
   
 
‘The adventure will preceed in three general sections:
Exploring The Drift, The Takeover Bid and The Pirates,
‘cach of which is detailed as a separate chapter. ‘These
segments are nor quite sequential. ‘The takeover bid may
‘occur at any point during the game, whenever the umpire
deems appropriate.
Tue PIRATES
he “bad guys’ ofthis scenario arean independent group
‘of bandits who are preying on merchant shipping. For want
‘of abetter phrase, we shal all them pirates. The pirates had
two ships: a battle worthy ship of about destroyer size
(which was destroyed by the DH-160), and a nondescript
merchantman, The merchantman is currently outsystem
selling the booty taken from the merchant ships Toko and
Aiko.
‘The LS point in the Hlian system conceals a hidden
refueling/maintenance base. ‘This base was set up by the
pirates, who are using the lare-up between the ConFed and
the ILR to conceal their activities. By infiltrating merchant
ship crews with gang members, the pirates have managed t0
divert three merchant ships into the Fllian system using @
number of pretexts (Hlian is an acceptable though unused
alternate route to Do-Mark)), where they have subsequently
‘been ambushed, boarded, and their crews massacred. Car-
zgocs arc taken by the piraies’ merchant ship to be sold at
various nearby outworld ports
Currently present in thesystem are ten pirates, who have
been left to complete the stripping of the Quitzl. They are
aware of the death of their destroyer, but lack the detection
equipment to know the whereabouts ofthe EDF ship. Radio
silence has so far been kept, and the pirates are awaiting the
retum of theit merchantman, which wil be able to confirm
the destruction of the DH 60. Until that time, they will ie
quietly, unless they actually encounter the EDF crew out in
‘The Drift (see Section 2, Exploring The Drift)
“The pirates at the refucling base have workshops and
tools, vace suits and personal pistols. They also have a five
kiloton demolitions nuke, which istobe used forthe disposal
‘of the hull ofthe Quircl once it has been stripped.Page 54
ALBEDO: The Role-playing Game
 
Runninc tHe NPC Crew
Read notes sections of the NPC character sheets very
carefully
This isacrew in shock. Ofthe ship’ original complement
‘of twenty-four, only twelve now survive. Two of the survi-
vors (Junior Pilot Officer Topa and Engineer's Assistant
Mavik) are “frozen” incold sleepin the ship's medical center.
‘The dead crew members include the ship's captain, mission
commander, first officer, chief pilot officer (second officer),
chief navigator (third officer), chief medical officer, and
chief engineering officer.
‘An EDF starship crew is a well balanced, highly moti-
vated community. The EDF emphasis on steadiness and
rational behavior creates very steady, reliable crews. Com-
puter monitoring and competent stress management by the
medical personnel act to identify and counteract morale
problems before they become too serious. Unfortunately, the
crew of the DH-160 has lost too many vital personnel in too
short a time, In a single blow the ship has lost all of its
authority figures. The computer has suffered damage to
many of its systems, and now lacks confidence in its ability
to accurately assess and intervene in psychological matters
Minor tensions are now beginning tocreate seriousriftsinthe
crew.
Despite petty bickerings and differences of opinionbrought
about by stress, the rest of the crew (except perhaps Deika
‘Tovan) are all good, reliable EDF members. They can nor-
mally be relied upon to behave responsibly. Growing antipa
thies will surface as surliness and fraying tempers, and not
‘outright attacks or insubordination.
‘The command structure of the vessel has thus effectively
been broken. Junior Pilot Assistant Aoki has assumed
command, but her authority is rather shaky. Both Aoki and
Everrard had equivalent claims to the post of mission com-
mander. Since Everrard suffered disabling wounds during
thebatte, Aoki swifly took charge,afactthatisnow strongly
resented by Everrard and his cronies.
‘A major portion of this adventure concerns the relation-
ships between the ship's crew members. Everrard will
attempt to rally support among the engineering and services
order to usurp command. Keep careful track of the
developing friendships and enmities between characters.
‘When major crises erupt, Ties and Antipathies will become
very important. The crewmen of the DH-160 are highly
intelligent and well motivated. Most are also stunned from
the recent disaster, and bad tempered afte a couple of weeks
spent living the same room with one another:
“Most of the crew want to know precisely what Sharna’s
plans are, and what their roles will be, A certain amount of
{jostling for precedence between the various specialty fields
inevitable. Since this sno longer strictly a piloting situation,
Shama’s command could be challenged by other depart-
ments, but inertia wll prevent tisat early tages ofthe game.
 
 
 
The solution might be for Sharna to retain the position of
Mission Commander (responsible for the mission’s goals)
and to give another character the position of Ship's Captain,
(responsible for the safety of the ship)
Juuius Cant
‘A real ‘swing vote’, Julius could wind up supporting
either luetion. He is soused to depending onthe ALinhis work
that it will not occur to him to question the crew evaluations
it gives. He will believe Roilant’s excuses to stay off hard
work details. He knows that he himself isnot too stable; he
will make allowances for his judgement being affected by
trief. If one of the player characters takes the trouble to
explain to him just how deeply the AI has been affected,
citingits inability torun many of ts accustomed subroutines,
its newly fat, mechanical voice, etc, Julius will prove quite
able increw assessment. Suchaconversation wouldstrengthen
his te to that PC's faction,
 
‘Tatzel, Mank and Aelis may all become player characters
if necessary. If they are, umpire should use the following
‘guidelines to keep game balance.
‘Tarzet HOLDEN - BRADDOCK HAINA RELATIONSHIP
Wooing the fair Tatzel is no easy matter. If she ends up
with a tie ability score of 10 or more with Torscha, then a
relationship is possible. In order for Tatzel to recognize and
declare affection for Torscha, she would have to be ap-
proached properly and underthe righteircumstances (umpire's
discretion),
Mane’s Inrenioniry Comtex
If Mank becomes a PC, be certain the player understands
What the ILR is and why Mank has a basis for his worries. I
he is an NPC, the shock ofthe fight triggers his fear that this
is an ILR, attack and he will somehow be at fault. Mank
begins the scenario with an his self image at its lowest.
‘Whichever leadership faction takes the time to make him fee!
“more himself” will gain his loyal support.
  
‘Acuis Eocna
If Aclis is a player character, ignore Incident Four in
Problems with the Crew:
Roitant EveRRARD’S TACTICS
Roilant should not be an immediately obvious ‘bad-guy’
‘The threat that he represents should only gradually dawn on
the players, or should be dramatically discovered.
On the other hand, players should also be made to dislike
Roilant if the maximum enjoyment is to be reaped from
finally defeating him, Umpires must take their clues from
their players as to how to best present Roilant. For instance,
Roilant can be presented as being sexist to annoy players who
ae running Sharma Aoki asa character.The Drift
Page 55
eee
Roilant’s trauma-induced psychosis will make him ac
tively seek toundermine Sharma’ s authority, He will fix upon
‘Shama as an object of hate, and sees her as an obstacle to his
own career, Roilant will make an appearance of being a very
trustworthy character who will easily woo the support of his
fellow crew
Roilant Everrard will initially beg out of any assignments
due tohis head wounds. He will take the opportunity to spend
the first few days of the adventure in chatting up any charac:
ters who seem to be approachable. Roll Roilant’s public
speaking skill vs. the stability of his target. If the roll is
successful, then the target characters will roll for tie experi-
ence with Everrard. If the scavenging teams start to become
successful, then Everrard will insist on leading one. If he is
successful in bringing back some plunder from The Drift,
 
 
his self image will climb by 2 points and his attempts at
chatting up’ other crew members will be ata -1 DRM for the
next day or two, Roilant will ry to cast himself as a main
organizer of the repair project. If Sharma goes off into the
Drift, he will attempt to reshuffle work schedules to suit
himself, winning support amongst the disgruntled workers
by organizing extra rest periods,
Roilant Everrard spends most of his spare time winning.
over the engineering crew. If trustworthy characters (player
characters or firm friends 0 Shara) are putin charge of the
repairs, they will be able to thwart his main design. Roilant
will “earbash” one random character per day in an attempt to
give the character an antipathy towards Shama Aoki (roll
spin yarn vs the target character's reason to force the charac-
ter toroll for negative experience with Shara). Ifa friend of
‘Sharna’s is pres
watching out for this kind of
thing, they can intervene (this
rmustbe done tactfully if more
tensions are not to flare),
Player characters will re-
alize that something funny is,
going on if they can make a
roll of intuition vs 10 when
speaking to any characters
thatRoilant’srhetorichasef
fected. Good tactics tory on
Roilant would be to isolate
him on some project or other
setatrustworthy characterto
follow him about and take
the wind out of his persua-
sion attempts, while setting
aside a part of Sharna’s day
to winning over the crew
herself, Ifthe crew feels well
directed, there will never re-
ally be any serious cause for
‘complaint against. Sharn
andall will be well. f'Sharna
moves from task to task
working beside the repair
crews and lending a helping
hhand, it will certainly help
her gain the crew's respect.
If Shara sits on the bridge
issuing orders and doing no
visible work, that would
cause resentment amongst
the crew. If she consults the
Al, it could appropriately
suggest the better course,
 
   
 
andPage 56
ALBEDO: The Role-playing Game
 
 
ng on theSolar Converter
‘The inter-personal relations aboard ship are a major part
of this adventure, and requires a great deal of careful judg.
‘ment on behalf ofthe umpire. Players who ignore the poten-
tial trouble brewing amongst the volatile crew will pay for
their mistake in section 2 of the adventure.
Runninc THE ComPuTER
‘The DH-160's most important erew member is its Al
computer. The computeris an independent intelligence in its
own ight, and is an aspect of the Net as described in the
tumpire’s background information of the Aledo rulebook
‘The ship's AI net on ConFed vessels will be a part of the
areater Net. These scattered fragments of the Net will be
updated on current plans and thoughts ofits brethren every
me the ship docks, receive information transmissions or
‘pt data downloads from other Al's
(Characters who are in contact with the Net may continue
constant relations with the Net while travelling aboard a
starship
Crewing a ship isa partnership between computers and
personnel, The ship's computer net is normally capable of
running the ship with no need fora ive erew. Live crew act
ascreative tactics planners and emergency back-up for com
puter systems, The computer net monitors the welfare ofthe
live crew (physical and mental - psychological halance must
be carefully maintained inthe fragile e
‘of a starship), and can act asa counsellor for all manner of
personal problems. Mini sensors throughout the vessel
‘monitor the day-to-day actions and interactions of the erew.
All data entries into the ship's net will be assessed and
evaluated, The ship's sensors are subtle and sensitive: they
‘can detect the hormonal and physical changes brought on by
stressor pregnancy, or alert medical personnel when a crew
member is suffering from a temperature
Processornets require authorization fromcommand-level
crewmen to take autonomous actions (actions not directed by
live crew), but show a high level of initiative within their
operating limitations. The computer is accessible from and
has access to all areas of the ship... Radio and fiber-optic
 
 
 
 
 
closed environment
 
 
 
communications also allow work parties direct
access to the computer. For its part, the computer
‘can Took into any area of the ship via its internal
The computerhandlesahuge numberof routine
tasks on board ship. All calculations, structures
and equipment are constantly monitored by the
intelligent, self-aware computer. The computer
‘works hand in hand with the organic crew as part of
complementary team.
‘At the time the scenario begins, the computer
has shutdown all monitoring functionsexcept vital
emergency monitoring. Although it will be aware
of leaks and gunshots, itis not keeping close watch on the
psychological state ofthe crew. This task has been relegated
to the ship's medic, who is failing his duty due to personal
shock and grief
‘The computer of the DH-160 is severely damaged. Its
behavioral models have been compromised, and it has with-
‘drawn them from use since it feels that its findings would not
be acceptably accurate, The computer can still help the
players with the problems of leadership and crew control if
consulted, or if it sees things going seriously awry
‘The ship’s Al computer net has also been severely dam:
‘aged. Massive loss of ship’ selectronics has downgraded the
net’ ability to do more than one thing at once. The computer
is still capable of carrying on conversations, course calcula-
tions, communications and environmental monitoring. Like-
‘wise, itcan easily control a robot, or talk characters through
difficult tasks, but only if it is not heavily occupied with other
tasks.
‘Where the computer suffers most isin the area of person-
nel assessment. Internal monitoring of security is difficult ©
maintain ~ the computer will report intrusion, sabotage and
accidents, but has (rouble evaluating crew mood. The com-
puter can conduct lengthy interviews with individuals to
‘assess mood and efficiency, but it may not be particularly
st. (Treat itas having a psychological evaluation skill
‘of 10. If the computer fails to make an assessment, it will
simply state that its behavioral analysis models are compro-
mised, and that further assessment of the personality in
question will be of dubious value.) If asked to go to full,
psychological monitoring on all of the crew, the computer
will tie up so much of its processing power that all other tasks
will become slower and less efficient. Under properly moni-
tored conditions, Everrard's aberrant behavior would have
bbeen noted and acted upon long before it could endanger the
‘cohesion of the crew.
Even with these limitations, the AI is an intelligent,
resourceful character. It will aid the best interests of the
organic crew in any way that it can, The AI requires
authorization for autonomous action, but once correct autho~
rization is given it may act without further guidance.
 
 
 
 
efPig Janoaye] OY
  
=~ UONIVS
2s eBed wud euPage 58
ALBEDO: The Role-playing Game
 
Continued from page 19
‘Sometime during the game before the finding ofthe pirate
base, Roilant Everrard and his closest cronies will atempt 10
lake over command of the ship. Their plan is first to
‘neutralize’ Sharna Aoki, and then to press Everrard’s claim
to the role of Mission Commander. Other key posts will be
given to Everrard’s associates.
Everrarnp
‘The blow to Everrard’s head has brought out his psycho-
pathic/sociopathic tendencies. The lack of routine and proper
computer monitoring, combined with the negligence of the
ship's medic, has let this condition gain a firm hold, and the
cerew has not paid the right kind of attention, allowing the
problem to develop further. Remember that Everrard is not
‘evil’, and that killing him is a bad solution, since it would
cost the EDF a potentially valuable officer.
Everrard has an outward appearance of self confidence,
charisma and authority (much of which has been brought out
by his psychosis). He is not well balanced psychologically,
and by this stage of the game his passions tend to get away
from him. In his dealings with the crew once he has taken
command he will seem arrogant and obsessive. He will take
direct, violent action ithe is defied or if a plan does not work
cout the way that he had planned. Roll Everrard’s Antipathy
strength with the object of his hate vs his Reason. If the
Antipathy overcomes his Reason, he will directly intervene
and damn the consequences. Sabotage, murder, false reports
and rabble rousing are all possibilities that he might try.
Referees should use their discretion and have Everrard act in
any way which adds to the interest and excitement of the
adventure’s story line.
Puase 1
Removina SHARNA
Everrard will make an attempt on Shara’ life through
sabotage. The deed will be cleverly done, making Full use of
the lowered security monitoring and slackened safety disci
pline ofthe crew to make the attempted murder seem like a
plausible accident
‘The type of sabotage will depend on Sharna’s current
activities. If she is in the habit of going outside the ship into
vacuum conditions, the air supply of her vace suit might be
tampered with (e.g, her environmental monitors might be
disabled, and then her life support pack could be swapped for
‘a depleted one, or her EVA jets could malfunction and slam
heragainst the ship’s hull) If she works mostly indoors, any
number of “accidents” could be arranged (the shipisstll very
heavily damaged, and can be dangerous to the incautious).
‘Umpires will have to use their imagination to come up with
  
 
a plausible, effective sabotage method,
‘The umpire will have to “cheat” on this encounter to
determine the correct resull for game story line purposes. The
attack on Sharma must-fail to kill her. It will leave her
seriously injured and unconscious, and she will be taken into,
sick bay. The crew must have reason fo believe that Sharma
will be comatose for a long while to come, and that they will
have to continue without her for a while.
Puase 2
Takin Command:
‘A meeting of all ship’s personnel will be called, and
Everrard will now announce his assumption of the role of
Mission Commander. With Shana incapacitated, hisclaimis
justified, and the motion wall be passed without much argu-
‘ment
Everrard will then rearrange work schedules to confirm
his new control. All repair work grinds toa halt as crew are
put to work creating portable EM detectors, which Everrard
plans to use in an all-out attempt to find the pirates’ base of
‘operations. He firmly believes that the pirates have an
‘operating ship hidden somewhere in the drift. He plans to
return home using the captured pirate ship, making further
repairs on the DH-160 unnecessary.
Careful scrutiny of Everrard during this period would give
players clues as to his aberrant behavior. He will always be
armed; he will have the arms locker sealed, allowing no other
characters to have access to weapons. If Mank has been
accused of being a spy, then he will ensure that Mank is,
persecuted unfairly. If Shara’s friends seem to suspect him
of foul play, he will keep them constantly watched, and will
look for the chance to have them die heroically
Puase 3
‘Stanna’s RECOVERY
Sharma will surprise everyone with a rapid recovery. Roll
‘once per day, checking her Stamina vs 15. Ifthisroll is made,
‘Sharna will snap out of acoma into semniconsciousness. A day
later, Sharna will awaken, but will remain weak for another 24
hours (the equivalent of serious wounds 0 the head and
chest).
While in a semiconscious state, Sharna is vulnerable and
in serious danger. Unless closely guarded, she will be killed
by Everrard or one of his faction. This phase is tricky for the
‘umpire. Ifthe doctor both is friendly and has been approached
with suspicions regarding Everrard, he might well conceal
Sharma's recovery from all but a chosen few, giving the
players an increased number of options for action.The Drift Page 59
 
Puase 4
THe StRuGGLE FOR ComMAND:
If Sharna suddenly reappears and attempts to take control ofthe ship once again, Everrard will declare her irrational and have
her confined.
The best ploy for uncovering Everrard is to make him betray himself. ‘The computer cculd be temporarily dedicated to
performing an in-depth analysis on Everrard, revealing his mental instability. Another ploy would be to play Everrard off against
someone that he hates, and have the erew see that Everrard is dangerously irrational. Everard will collapse into absolute
paranoid delusion ifthe tide turns against him, and will attempt o kill his opponents by any means possible. He would be assisted
by anyone who has performed sabotage or murder attempts on his behalf, Other crew who are tied to Everrard must check their
Tie strength vs their Reason. If their Tie fails to overcome their Reason, then they will back Shara, and not Everrard.
A dramatically staged entrance for Sharma, coupled with damning evidence against Everrard, should prove the mosteffective
‘means of reestablishing Shama’s control over the ship. If well played, this sort of set-up can be most enjoyable for both the
‘umpire and the players.
\Wresting control ofthe ship from Everrard is an opportunity for
‘man hunts along the ship's badly lit, ruined corridors. Use it well,
careful thinking, good problem solving and nerve wrackingPage 60 ALBEDO: The Role-playing Game
 
SECTION 3:
The Pirate Base
 
   
 
  
3s’ ships) and an old ILR destroyer
‘Clump 23 is the pirate base. This consists of
vivors from the first skirmish. At
hull refitted for supporting twenty individuals.
rest beside the base is the hull of the freighter Toko, w
‘The Drift (reactors, computer and armament were taken off for sale outsystem by the pirates” other ship).
If the first skirmish was won by the pirates (or if pirate survivors from the combat reach their home base), then the pirates,
will actively seek out the EDF ship with search parties of three members. There isa 1 in 6 +-day that the DH-160 will,
bbe found. If the EDF ship is found, then an assault party will return bearing the pirates” demolitions nukeThe Drift
Page 61
 
THe PIRATES
Pirate #6
Critter type: Mouse (Small frame)
 
Disposition:
Characteristics
Str: 5
Star 12 Sta/2: 6
MDex: 12
Coord: 12 Actions/tum: 4
Reas: 10
Intus 14 Init. dice; 343
Dv: 15
Stab: 10
‘This character might booby trap himself or hide outinside
the base after his comrades have surrendered, etc.
Pirate #7
Critter type: Sea gull (Light frame)
   
Disposition: Cruel
Characteristics
Str 8
Star 12 Sta/2: 6
MDex: 12
Coord: 11 Actions/turn: 4
Roas: 12
Int: 10. Init. dice: 148
Drv: 10
Stab: 10
 
‘This character will always atta
preference to more active enemi
helpless opponents in
 
Pirate #8
Critter type: Cougar (Average frame)
 
 
Disposition: Reckless:
Characteristics
St: 10
Sta’ 10 Sta2: 5
MDex: 10
Coord: 9 Actionsiturn: 4
Reas: 12
intu: 13, Init.dice:  1d6+4
Dv: 13
Stab: 6
Might make a stupid escape attempt.
Pirate #9
Critter type Wof (Solid frame)
Disposition Straightforward
Characteristics
Stir 12
Star 10 sta’2 5
MDex: 9
Coord: 9 Actonsiturn: 4
Reas: 10
Intu: 10 Init. dice: 148
‘This characteris an adventurer who let his love of action
leadhim intoa life of crime. He could be won over by the right
persuasion,Page 62
ALBEDO: The Role-playing Game
 
Pirate #10
Critter type:
Cow (Solid frame)
 
Disposition: Deceitful
Characteristics
St: 12
Sta 12 Stal2: 6
MDex: 9
Coord: 10 Actions/turn: 4
Reas: 10
Intu: 8 Init. dice: 106-1
Dv: 13
Stab: 13
‘The group's spokesman, this female character might
peddle a story about her actually being a captive of the nasty
pirates, etc, thus gaining the opportunity to work harm upon
her would-be rescuers.
Possiste Tactics
Several ploys might be tried by the players, such as
threatening the pirate base with the DH-160"s point defense
cannon, oF threatening to ram an ACV through the pirate
base. If an idea sounds good. let the players ty it! There
should be a number of ways the scenario can end without the
crew having to storm the base in a blaze of gunfire. The
pirates will surrender if they seem to have no other option.
‘The detector modules outside the pirate base can be used
as access tothe base's computer network. A talented hacker
Uill be able to use the base’s system asa weapon against the
pirates: sealing doors between the pirates and their hostages,
for using the internal sensors to help pinpoint the pirates”
location.
If the players devide to attack, a careful survey of the
pirates’ detectors will show that there are blind spots in their
radar patterns. By drifting slowly and making the best
possible use of natural cover, it might be possible to make it
tothe surface ofthe pirates’ asteroid. After that, it'sup to the
players.
Ifthe DH- 1 60hovers nearby, the pirates mightiry lobbing
their demolitions nuke towards it, probably deploying the
nuke inside one of their shuttles. They will also use the
surviving passengers from the Aiko as a bargaining counter,
threatening to kill them if they are not allowed to go free.
Note: Once again tis party should provide a challenging
but winnable combat. The EDF has the advantage inthat they
should have prepared for the encounter and should have &
trick or two up their sleeves.
 
Insipe THE Pirate Base
‘The pirate base contains a selection of valuable spare
parts, and a large store of foodstuffs. If the base is captured
intact, then the players will also find records of the pirates’
activities and details on their vietims, method of operation
‘and personnel. ‘The pirates will attempt to destroy this
cevidenceiicapture seems imminent c-..performing manual
data dumping, or even by setting their demo nuke before
abandoning the station),
All pirates have grenade, pistol and Zero-G Maneuver
skills. They have carbines if on duty
The pirate base contains several gigatons of fue, tons of
hull plate, and food, as well as the engines and MHD coils
stripped from the freighter Quitel. The base contains records
‘of the pirates’ activities, as well as their off world contacts
 
‘Anca 1: HANGAR
This is the storage area for the pirates’ zero-G shuttles,
‘There are tanks of liquid hydrogen here, as well as heavy hull,
plate sections. Robotic arms are used to manipulate large,
heavy elements of cargo. Ifaccessed via the base’scomputer
network, they might make a potent weapon.The Drift
Page 63,
 
‘Phe engincering workshop can prewide enough segments
to make one robot, which can be used as a nasty Weapon
against the pirates if the PCs have the programming and
clectronics expertise to take contro of the device.
 
‘Anca 2: Controt Room
Atleast one pirate will be here, carefully monitoring the
base's defenses. His systems include video surveillance in all
rooms and halls, as well as alarms, noting any changes in|
internal pressure o¢ the loud noise of gunfire. Brom this
position, one can lock any door in the complex, and can
depressurize areas at will
Anca: Hasivar AREAS
Empty dormitories, empty rec rooms, a medical sation,
and an empty kitchen, Thisis the most probobe battleground
in the station, with both teams of combatants fighting a
running gun battle through the rooms and corridors
‘Phe medical station is home to nurse robe, which
reprogrammed into a frightful weapon, The medic
kitchen are just rooms with ex-shipbeaid hardware stuffed in
rather unceremoniously. The ree room has a pair of large
sereen vids and some zero-gee exercise equipment. All the
open surfaces will have gymnastic mats atlached to them,
 
nbe
vunit and
 
 
 
‘Anca 4: Living Quarters
All off-duty pirates will be in these rooms,
Living Quarters have floor to ceiling bunk frames and
zero-gee Mleeping bags “velcro'ed” into them, along with
ule bags and mise, small bags or containers for personal
items. Several portable PHMs will be setup one end und the
environmental control modules would be at the other. AS per
the est ofthe ase, all the fixtures and plumbing would be out
An the open. Thete is no fixed computer terminal or commu:
nications station. The dormitories would be similarly fit,
but having no signs of current use
 
 
 
‘Anca: Hosraces:
The storage areas are just open rooms with an open pal
(of Noor to cetling struts to attach hardware to
This storage area is beirg used to hold seven passengers
taken From the Aiko ~ all spcuses, children or relatives of rch,
influential citizens, from whom the pirates hope to extort a
ransom, One pirate wil ways be on guar outside this are
In case of EDF attack, he will burst into the room and begin
gunning down the hostages, perhaps keeping a single one
alive asa final bargaining chip for his own tte
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Airlock
 
 
 
 
 
 
 
 
 
rngar Doors
Pirate Base
Inside Hollow CometThe Role-playing Game
 
 
 
This is the adventure’s denouement. The crew will have to wait a month or two for a rescue mission from Tlakatan, The
waiting could get awfully boring, but there is time for the umpire to pursue to a conclusion any interesting interpersonal affairs
between the crew.
‘The perfect game will end with the ship being rescued, and Sharna still in control as Mission Commander. There will be
‘one or more pirates held as prisoners on board, and the crew will have recovered some sort of hard evidence as to their activities.
Torscha will have won the heart (or atleast the respect) of the fair Tatzel, Braddock Haina will have come out of hs shell and
will have gained new friendships, and there will be no dead EDF crew members who weren’t dead when the scenario started
(that includes Roilant Everrard!).
Needless to say, very few scenarios will have the perfect ending, although the perfect ending is not too hard to achieve.
‘The most important things which measure the success of the players will be an evaluation of how their performance on the
mission will affect their future lives. The ship's computer will render a report on all ofthe ship’s crew once the scenario is over.
‘Characters who have behaved irresponsibly, or who have performed actions which are in any way questionable, will be dragged
before a board of inquiry and required to defend themselves. The EDF will censure an officer for being (oo close toa problem
to view it objectively, so be warned! The best way for the P's to neutralize Roilant Everrard is therefore to have him brought
before a military court for areal offense (e.g., mistreating a prisoner, mutiny or attempted murder), rather than shooting him
dead during play. Crew deaths will all be investigated. .
If any of the player characters have performed their duties well and are seen to have proven their abilities, then they will be
commended and rewarded. If they prove to be particularly talented, the Net might even decide to take a special interest in them
from now onTHE DRIFT
an adventure for
ALBEDO
THE ROLE-PLAYING GAME
Second Edition
Many years ago, a bitter battle was fought. Now the debris from that battle, broken ships and bits
of wreckage, floats in space, abandoned and alone. The player characters are wrecked near The
Drift. They must improvise repairs to their wrecked ship from other ruined ships as their air and
food grow dangerously low. Hungry, with interpersonal problems complicating their efforts, and
air leaking out of their ship, will they succeed in time to survive? Is The Drift even more dangerous
than it seems?
This scenario is designed for a referee and three players, with an option for adding one to three
players if necessary.
 
Price: $12.00
Stock Number: TS! 8851
ISBN: 1-883240-13-1
Wms
2990 San Pablo Avenue
Berkeley, CA 94702