Fire and Ice: Chapter 4: Jericho City Encounters
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JERICHO CITY
Jericho City is a typical Tech Level 4 small city. Most inhabitants (65%) are Human and Gen- Human. Orion Rogues comprise 20% of the population, with all other races constituting the remaining 15%.
Because most of the population of Xensera resides in the four major cities, much of the planet is untamed wilderness. Therefore, Jericho's economy relies on tourists and sportsmen. In addition to the basic facilities one might find in a rural city of the 1990s (bars, libraries, shopping centers, gyms, etc.), one can also find a number of sporting goods stores, military surplus stores, outfitters, and provisioners. The characters can purchase nearly anything they might need for camping and outdoor recreation. Archaic powder and laser firearms are available, with some restrictions. Only pistols, rifles, and shotguns are sold (no sniper rifles, submachine guns, or machine guns). Additionally, the weapon must be available at no Tech Level higher than 4 (see LOCK-N-LOAD). Furthermore, all weapons sold have been converted to semi-automatic (if ROF was higher than 2, it has been modified to 2). These weapons are sold for hunting, not combat.
In order to purchase a weapon, one must possess or purchase a class 1 weapons permit, which is valid for one year. To obtain a permit, one must pay 100 cr. and submit to a background check. Convicted felons (i.e. anyone who has done time) will be declined, and wanted individuals will be detained until thepolice arrive. The background check utilizes the alliance fingerprint database, which will identify any felon whose identity has not been changed by his or her sponsor.
Sportsmen's licenses are also available. They cost 50cr for the year, or 10cr for a one-week "guest pass". This allows the individual to hunt or fish in season. Characters found with firearms in the wilderness had better possess such documents to avoid trouble.
GATHERING INFORMATION
Characters may be able to obtain information about their mission by asking around town.
Information will be disclosed on a successful Persuasion check (see pg. 224 of the main rules). BMs desiring more information on encounters can consult INJECTION or GOLDEN RULE for ideas.
The following information is available in Jericho City. Characters are cautioned to consider the source, and remember that not all rumors are true. The particular information gien can be determined by rolling an eight-sided die.
False Information
1) The old missile base is still occupied by the Alliance forces.
2) The Alliance has posted a handsome bounty on those survivalist nuts.
3) I heard that the old missile base is really a secret Alliance weapons lab.
4) The Free Americans knows where the lab is - tell them Jaquassarious sent you.
5) I heard there's an undercover agent of Galactic control onworld - some Eridani woman.
6) That shipping company on Enginalo is really a Rebel front operation.
7) I've heard there's some secret weapons lab hidden right here in the city itself!
8) Watch out for the Stalker - an insane Ram Python who lives in the swamps!
Minor Information
1) There's a lot of area in the National Park that's still relatively unexplored.
2) Some Orion thief set out last week to loot the old missile base - he never returned.
3) Rain's been bad to the west - sometimes the bridges wash out or trees block the road.
4) The farm machinery plant in Enkidu closed up a few months ago and laid everyone off.
5) Some survival nut bought a bunch of mines on the Black Market a few months ago.
6) Watch out - I've heard there's bandits on the Camino Cortez.
7) A really big Gen-Human dude was in town last week, looking for parts for a Nomad.
8) There's nothing between here and the Park - make sure you're stocked up and fueled up!
Crucial Information
1) A Rockwell Nomad comes into town every other Friday for supplies.
2) I heard there's some dangerous survivalist wackos holed up in the National Park.
3) Some corporation bought an old missile base to the west a few months ago.
4) Some Eridani snooping around here yesterday asked about you (just one female).
5) I heard ARM let loose some "experiments" in the wilderness.
6) The Queen Elizabeth? I heard she's a Rebel liner, owned by Miami Spacelines.
7) This Able scientist comes to town once in a while - but he hates women with a passion.
8) The rebels have been scouting around here, looking for some hidden weapons lab.
Random Wilderness Encounters
These are optional events that do not significantly advance the progress of the mission, but can be inserted by the BM as necessary to liven up the pace.
1) Timber Fall
The vehicle enters a region where hills rise to either side of the divided highway. A fallen tree blocks both lanes in the direction the team is bound. It is impossible to pass, as a concrete barrier divides the eastbound highway from the westbound. If the players think to use the van's utility tractor beam (23rd Century winch-equivalent), they can clear the road with a level 6 piloting check. Otherwise, they must either destroy it or physically move it. The tree is 5 meters long and 50cm across, and it weighs 700 kilograms (1500 pounds!). The tree has a THR of 2 and can take 180 points of damage before it is destroyed enough to pass.
2) Washout
The vehicle reaches an area where the highway passes over a large creek. However, due to recent heavy rains, the bridge has been washed out. The fast moving current is 4 feet deep. If the party chooses to cross it on foot, each person must make a level 7 Swimming check. If they drive the vehicle down the slope and across the creek, they may pass. However, the vehicle will sustain a random critical hit in the process.
3) Breakdown
The party's vehicle breaks down. If they have not been paying attention to the fuel gauge, it may be as simple as being out of gas. Perhaps they have a flat tire, or the vehicle has overheated. . . Maybe the battery has died, and the vehicle needs a boost. If the BM is feeling sadistic (who isn't?), it could be far worse... Should the characters think to check inside the vehicle, they will discover that one of the lockers contains a first-aid kit, a 20m length of flex rope, a spare tire, a lug wrench, fuel siphon, road flares, a roll of duct tape, jumper cables, and two 20-liter Jerry cans. One contains fuel, the other contains water. The jack is absent, if anyone should think to look for it.
4) Bandits!
Note: The party should only encounter this event sometime after Random
Encounter #1, above.
The party comes across another fallen tree blocking the road. This section of the road has been cut through a hill. Atop the hill, trees grow close to the crest.
This log is considerably heavier (about 2,500 pounds), and they will not be able to move it with the tractor beam. Another solution will have to be found. Any character who makes a Level 5 Intuition check will notice that, unlike the first tree, this one appears to have been cut down with an ax.
When the party dismounts, a voice atop the hill orders them to stop where they are and drop their weapons. The individual informs them that this is a toll road, and that they must pay in order to pass.
The leader of the bandits is an Orion Rogue by the name of Janx Glengarry. He demands a toll of 500 credits before he will move the log. If the party refuses, or continues their attempt to move the log on their own, his comrades (hidden behind the trees) will attack. If the party pays the toll (which he tells them to leave in a hollow in the tree), an enormous Ram Python named Donk will climb down the slope (all the while covered by his fellow bandits) and drag the log out of the way on his own.
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Fire and Ice: Chapter 5: The Free Americans and The Firing Range
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Fire and Ice: Chapter 3: Lazarus Shipping and the Safehouse
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